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  1. 257
      config/Acedia.ini
  2. 7
      config/AcediaGameModes.ini
  3. 131
      sources/Acedia.uc
  4. 32
      sources/AcediaReplicationInfo.uc
  5. 142
      sources/BroadcastEvents.uc
  6. 197
      sources/BroadcastHandler.uc
  7. 120
      sources/BroadcastListenerBase.uc
  8. 133
      sources/Events.uc
  9. 117
      sources/Feature.uc
  10. 85
      sources/Features/FixAmmoSelling/AmmoPickupStalker.uc
  11. 395
      sources/Features/FixAmmoSelling/FixAmmoSelling.uc
  12. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CamoM32Pickup.uc
  13. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CrossbowPickup.uc
  14. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_GoldenM79Pickup.uc
  15. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_LAWPickup.uc
  16. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M32Pickup.uc
  17. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M79Pickup.uc
  18. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_PipeBombPickup.uc
  19. 27
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SPGrenadePickup.uc
  20. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SealSquealPickup.uc
  21. 26
      sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SeekerSixPickup.uc
  22. 97
      sources/Features/FixAmmoSelling/MutatorListener_FixAmmoSelling.uc
  23. 252
      sources/Features/FixDoshSpam/FixDoshSpam.uc
  24. 51
      sources/Features/FixDoshSpam/MutatorListener_FixDoshSpam.uc
  25. 45
      sources/Features/FixDualiesCost/DualiesCostRule.uc
  26. 454
      sources/Features/FixDualiesCost/FixDualiesCost.uc
  27. 43
      sources/Features/FixDualiesCost/MutatorListener_FixDualiesCost.uc
  28. 74
      sources/Features/FixFFHack/FFHackRule.uc
  29. 152
      sources/Features/FixFFHack/FixFFHack.uc
  30. 233
      sources/Features/FixInfiniteNades/FixInfiniteNades.uc
  31. 36
      sources/Features/FixInfiniteNades/FixedFragFire.uc
  32. 44
      sources/Features/FixInfiniteNades/MutatorListener_FixInfiniteNades.uc
  33. 225
      sources/Features/FixInventoryAbuse/FixInventoryAbuse.uc
  34. 51
      sources/Features/FixSpectatorCrash/BroadcastListener_FixSpectatorCrash.uc
  35. 291
      sources/Features/FixSpectatorCrash/FixSpectatorCrash.uc
  36. 188
      sources/Features/FixZedTimeLags/FixZedTimeLags.uc
  37. 400
      sources/GameModes/BaseGameMode.uc
  38. 195
      sources/GameModes/GameMode.uc
  39. 59
      sources/Listener.uc
  40. 44
      sources/Manifest.uc
  41. 56
      sources/MutatorEvents.uc
  42. 47
      sources/MutatorListenerBase.uc
  43. 272
      sources/Packages.uc
  44. 28
      sources/Service.uc
  45. 51
      sources/Services/Connection/ConnectionEvents.uc
  46. 34
      sources/Services/Connection/ConnectionListenerBase.uc
  47. 142
      sources/Services/Connection/ConnectionService.uc
  48. 53
      sources/Services/Connection/MutatorListener_Connection.uc
  49. 73
      sources/Singleton.uc
  50. 7
      sources/StartUp.uc
  51. 354
      sources/VotingHandlerAdapter.uc

257
config/Acedia.ini

@ -1,2 +1,255 @@
[Acedia.Packages] [Acedia.FixDualiesCost]
useGameModes=false ; 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.
;
; 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.
autoEnable=true
; Some issues involve possible decrease in pistols' price and
; don't lead to the 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 players won't even
; notice these issues.
; 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.
allowSellValueIncrease=true
[Acedia.FixAmmoSelling]
; This feature addressed an oversight in vanilla code that
; allows clients to sell weapon's ammunition.
; Due to the implementation of ammo selling, this allows cheaters to
; "print money" by buying and selling ammo over and over again.
autoEnable=true
; 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.
allowNegativeDosh=false
[Acedia.FixInventoryAbuse]
; This feature addressed two issues with the inventory:
; 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 type of gun, so you shouldn't be able to carry
; both MK23 and dual MK23 or dual handcannons and golden handcannon.
; But cheaters do. But not with this fix.
autoEnable=true
; How often (in seconds) should we do inventory validation checks?
; You shouldn't really worry about performance, but there's also no need to
; do this check too often.
checkInterval=0.25
; 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.
dualiesClasses=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
dualiesClasses=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')
dualiesClasses=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup')
dualiesClasses=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup')
dualiesClasses=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup')
dualiesClasses=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
[Acedia.FixInfiniteNades]
; This feature fixes a vulnerability in a code of 'Frag' that can allow
; player to throw grenades even when he no longer has any.
; There's also no cooldowns on the throw, which can lead to a server crash.
autoEnable=true
; 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'.
ignoreTossFlags=false
[Acedia.FixDoshSpam]
; This feature addressed two dosh-related issues:
; 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash';
; 2. Breaking collision detection logic by stacking large amount of
; '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.
autoEnable=true
; 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.
doshPerSecondLimitMax=50
doshPerSecondLimitMin=5
; 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.
criticalDoshAmount=25
[Acedia.FixSpectatorCrash]
; This feature attempts to prevent server crashes caused by someone
; quickly switching between being spectator and an active player.
autoEnable=true
; 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, but might cause regular players to
; get accidentally kicked.
spectatorChangeTimeout=0.25
; [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'.
; This option is necessary to block aggressive enough server crash
; attempts, but can cause compatibility issues with some mutators.
; It's highly recommended to rewrite such a mutator to be compatible instead.
; NOTE: fix should be compatible with most faked players-type mutators,
; since this it 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).
allowServerBlock=true
[Acedia.FixFFHack]
; This feature fixes a bug that can allow players to bypass server's
; friendly fire limitations and teamkill.
; Usual fixes apply friendly fire scale to suspicious damage themselves, which
; also disables some of the environmental damage.
; In oder 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.
autoEnable=true
; Defines a general rule for chosing 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'.
scaleByDefault=false
; Damage types, for which we should always reaaply friendly fire scaling.
alwaysScale=Class'KFMod.DamTypeCrossbuzzsawHeadShot'
alwaysScale=Class'KFMod.DamTypeCrossbuzzsaw'
alwaysScale=Class'KFMod.DamTypeFrag'
alwaysScale=Class'KFMod.DamTypePipeBomb'
alwaysScale=Class'KFMod.DamTypeM203Grenade'
alwaysScale=Class'KFMod.DamTypeM79Grenade'
alwaysScale=Class'KFMod.DamTypeM79GrenadeImpact'
alwaysScale=Class'KFMod.DamTypeM32Grenade'
alwaysScale=Class'KFMod.DamTypeLAW'
alwaysScale=Class'KFMod.DamTypeLawRocketImpact'
alwaysScale=Class'KFMod.DamTypeFlameNade'
alwaysScale=Class'KFMod.DamTypeFlareRevolver'
alwaysScale=Class'KFMod.DamTypeFlareProjectileImpact'
alwaysScale=Class'KFMod.DamTypeBurned'
alwaysScale=Class'KFMod.DamTypeTrenchgun'
alwaysScale=Class'KFMod.DamTypeHuskGun'
alwaysScale=Class'KFMod.DamTypeCrossbow'
alwaysScale=Class'KFMod.DamTypeCrossbowHeadShot'
alwaysScale=Class'KFMod.DamTypeM99SniperRifle'
alwaysScale=Class'KFMod.DamTypeM99HeadShot'
alwaysScale=Class'KFMod.DamTypeShotgun'
alwaysScale=Class'KFMod.DamTypeNailGun'
alwaysScale=Class'KFMod.DamTypeDBShotgun'
alwaysScale=Class'KFMod.DamTypeKSGShotgun'
alwaysScale=Class'KFMod.DamTypeBenelli'
alwaysScale=Class'KFMod.DamTypeSPGrenade'
alwaysScale=Class'KFMod.DamTypeSPGrenadeImpact'
alwaysScale=Class'KFMod.DamTypeSeekerSixRocket'
alwaysScale=Class'KFMod.DamTypeSeekerRocketImpact'
alwaysScale=Class'KFMod.DamTypeSealSquealExplosion'
alwaysScale=Class'KFMod.DamTypeRocketImpact'
alwaysScale=Class'KFMod.DamTypeBlowerThrower'
alwaysScale=Class'KFMod.DamTypeSPShotgun'
alwaysScale=Class'KFMod.DamTypeZEDGun'
alwaysScale=Class'KFMod.DamTypeZEDGunMKII'
alwaysScale=Class'KFMod.DamTypeZEDGunMKII'
; Damage types, for which we should never reaply friendly fire scaling.
;neverScale=Class'KFMod.???'
[Acedia.FixZedTimeLags]
; When zed time activates, game speed is immediately set to
; 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables,
; in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default),
; 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 open maps and increased zed limit,
; it can lead to noticable lags at the end of the zed time.
; This fix limits amount of actual game speed updates, alleviating the issue.
;
; 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'.
autoEnable=true
; Maximum amount of game speed updates upon leaving zed time.
; 2 or 3 seem to provide a good enough result that,
; i.e. it should be hard to notice difference with vanilla game behavior.
; 1 is a smallest possible value, resulting in effectively removing any
; smooting via speed up, simply changing speed from
; the slowest (0.2) to the highest.
; For the reference: on servers with default 30 tick rate there's usually
; about 13 updates total (without this fix).
maxGameSpeedUpdatesAmount=3
; [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.
disableTick=true

7
config/AcediaGameModes.ini

@ -1,7 +0,0 @@
[hard GameMode]
title={$green Hard difficulty}
difficulty=normal
[hell GameMode]
title={$crimson Hell On Earth}
difficulty=hoe

131
sources/Acedia.uc

@ -0,0 +1,131 @@
/**
* Main and only Acedia mutator used for initialization of necessary services
* and providing access to mutator events' calls.
* 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 Acedia extends Mutator
config(Acedia);
// Default value of this variable will be used to store
// reference to the active Acedia mutator,
// as well as to ensure there's only one copy of it.
// We can't use 'Singleton' class for that,
// as we have to derive from 'Mutator'.
var private Acedia selfReference;
// Array of predefined services that must be started along with Acedia mutator.
var private array< class<Service> > systemServices;
static public final function Acedia GetInstance()
{
return default.selfReference;
}
event PreBeginPlay()
{
// Enforce one copy rule and remember a reference to that copy
if (default.selfReference != none)
{
Destroy();
return;
}
default.selfReference = self;
// Boot up Acedia
LoadManifest(class'Manifest');
LaunchServices();
InjectBroadcastHandler(); // TODO: move this to 'SideEffect' mechanic
}
private final function LoadManifest(class<Manifest> manifestClass)
{
local int i;
// Activate manifest's listeners
for (i = 0; i < manifestClass.default.requiredListeners.length; i += 1)
{
if (manifestClass.default.requiredListeners[i] == none) continue;
manifestClass.default.requiredListeners[i].static.SetActive(true);
}
// Enable features
for (i = 0; i < manifestClass.default.features.length; i += 1)
{
if (manifestClass.default.features[i] == none) continue;
if (manifestClass.default.features[i].static.IsAutoEnabled())
{
manifestClass.default.features[i].static.EnableMe();
}
}
}
private final function LaunchServices()
{
local int i;
for (i = 0; i < systemServices.length; i += 1)
{
if (systemServices[i] == none) continue;
Spawn(systemServices[i]);
}
}
private final function InjectBroadcastHandler()
{
local BroadcastHandler ourBroadcastHandler;
if (level == none || level.game == none) return;
ourBroadcastHandler = Spawn(class'BroadcastHandler');
// Swap out level's first handler with ours
// (needs to be done for both actor reference and it's class)
ourBroadcastHandler.nextBroadcastHandler = level.game.broadcastHandler;
ourBroadcastHandler.nextBroadcastHandlerClass = level.game.broadcastClass;
level.game.broadcastHandler = ourBroadcastHandler;
level.game.broadcastClass = class'BroadcastHandler';
}
// Acedia is only able to run in a server mode right now,
// so this function is just a stub.
public final function bool IsServerOnly()
{
return true;
}
// Provide a way to handle CheckReplacement event
function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
return class'MutatorEvents'.static.
CallCheckReplacement(other, isSuperRelevant);
}
function Mutate(string command, PlayerController sendingPlayer)
{
if (class'MutatorEvents'.static.CallMutate(command, sendingPlayer))
{
super.Mutate(command, sendingPlayer);
}
}
defaultproperties
{
// List built-in services
systemServices(0) = class'ConnectionService'
// This is a server-only mutator
remoteRole = ROLE_None
bAlwaysRelevant = true
// Mutator description
GroupName = "Core mutator"
FriendlyName = "Acedia"
Description = "Mutator for all your degenerate needs"
}

32
sources/AcediaReplicationInfo.uc

@ -0,0 +1,32 @@
/**
* Facilitates some core replicated functions between client and server.
* 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 AcediaReplicationInfo extends ReplicationInfo;
var public PlayerController linkOwner;
replication
{
reliable if (role == ROLE_Authority)
linkOwner;
}
defaultproperties
{
}

142
sources/BroadcastEvents.uc

@ -0,0 +1,142 @@
/**
* Event generator 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 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'
}

197
sources/BroadcastHandler.uc

@ -0,0 +1,197 @@
/**
* '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
}

120
sources/BroadcastListenerBase.uc

@ -0,0 +1,120 @@
/**
* 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'.

133
sources/Events.uc

@ -0,0 +1,133 @@
/**
* 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'
}

117
sources/Feature.uc

@ -0,0 +1,117 @@
/**
* 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
}

85
sources/Features/FixAmmoSelling/AmmoPickupStalker.uc

@ -0,0 +1,85 @@
/**
* 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
}

395
sources/Features/FixAmmoSelling/FixAmmoSelling.uc

@ -0,0 +1,395 @@
/**
* 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'
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CamoM32Pickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_CrossbowPickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_GoldenM79Pickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_LAWPickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M32Pickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_M79Pickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_PipeBombPickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

27
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SPGrenadePickup.uc

@ -0,0 +1,27 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SealSquealPickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

26
sources/Features/FixAmmoSelling/FixedClasses/FixAmmoSellingClass_SeekerSixPickup.uc

@ -0,0 +1,26 @@
/**
* 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
}

97
sources/Features/FixAmmoSelling/MutatorListener_FixAmmoSelling.uc

@ -0,0 +1,97 @@
/**
* 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'
}

252
sources/Features/FixDoshSpam/FixDoshSpam.uc

@ -0,0 +1,252 @@
/**
* 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'
}

51
sources/Features/FixDoshSpam/MutatorListener_FixDoshSpam.uc

@ -0,0 +1,51 @@
/**
* 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'
}

45
sources/Features/FixDualiesCost/DualiesCostRule.uc

@ -0,0 +1,45 @@
/**
* 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
{
}

454
sources/Features/FixDualiesCost/FixDualiesCost.uc

@ -0,0 +1,454 @@
/**
* 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'
}

43
sources/Features/FixDualiesCost/MutatorListener_FixDualiesCost.uc

@ -0,0 +1,43 @@
/**
* 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'
}

74
sources/Features/FixFFHack/FFHackRule.uc

@ -0,0 +1,74 @@
/**
* 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
{
}

152
sources/Features/FixFFHack/FixFFHack.uc

@ -0,0 +1,152 @@
/**
* 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'
}

233
sources/Features/FixInfiniteNades/FixInfiniteNades.uc

@ -0,0 +1,233 @@
/**
* 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'
}

36
sources/Features/FixInfiniteNades/FixedFragFire.uc

@ -0,0 +1,36 @@
/**
* 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
{
}

44
sources/Features/FixInfiniteNades/MutatorListener_FixInfiniteNades.uc

@ -0,0 +1,44 @@
/**
* 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
{
}

225
sources/Features/FixInventoryAbuse/FixInventoryAbuse.uc

@ -0,0 +1,225 @@
/**
* 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')
}

51
sources/Features/FixSpectatorCrash/BroadcastListener_FixSpectatorCrash.uc

@ -0,0 +1,51 @@
/**
* 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
}

291
sources/Features/FixSpectatorCrash/FixSpectatorCrash.uc

@ -0,0 +1,291 @@
/**
* 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'
}

188
sources/Features/FixZedTimeLags/FixZedTimeLags.uc

@ -0,0 +1,188 @@
/**
* 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
}

400
sources/GameModes/BaseGameMode.uc

@ -1,400 +0,0 @@
/**
* 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.")
}

195
sources/GameModes/GameMode.uc

@ -1,195 +0,0 @@
/**
* 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.")
}

59
sources/Listener.uc

@ -0,0 +1,59 @@
/**
* 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'
}

44
sources/Manifest.uc

@ -0,0 +1,44 @@
/**
* 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'
}

56
sources/MutatorEvents.uc

@ -0,0 +1,56 @@
/**
* 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'
}

47
sources/MutatorListenerBase.uc

@ -0,0 +1,47 @@
/**
* 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'
}

272
sources/Packages.uc

@ -1,272 +0,0 @@
/**
* 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.")
}

28
sources/Service.uc

@ -0,0 +1,28 @@
/**
* 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
}

51
sources/Services/Connection/ConnectionEvents.uc

@ -0,0 +1,51 @@
/**
* 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'
}

34
sources/Services/Connection/ConnectionListenerBase.uc

@ -0,0 +1,34 @@
/**
* 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'
}

142
sources/Services/Connection/ConnectionService.uc

@ -0,0 +1,142 @@
/**
* 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'
}

53
sources/Services/Connection/MutatorListener_Connection.uc

@ -0,0 +1,53 @@
/**
* 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'
}

73
sources/Singleton.uc

@ -0,0 +1,73 @@
/**
* 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
}

7
sources/StartUp.uc

@ -1,6 +1,6 @@
/** /**
* This actor's role is to add Acedia mutator on listen and dedicated servers. * This actor's role is to add Acedia mutator on listen and dedicated servers.
* Copyright 2019-2022 Anton Tarasenko * Copyright 2019 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -23,8 +23,9 @@ class StartUp extends Actor;
function PreBeginPlay() function PreBeginPlay()
{ {
super.PreBeginPlay(); super.PreBeginPlay();
if (level != none && level.game != none) { if (level != none && level.game != none)
level.game.AddMutator(string(class'Packages')); {
level.game.AddMutator(string(class'Acedia'));
} }
Destroy(); Destroy();
} }

354
sources/VotingHandlerAdapter.uc

@ -1,354 +0,0 @@
/**
* 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.")
}