/** * 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 . */ 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 abusableWeapon; var class pickupReplacement; }; // Actual list of abusable weapons. var private const array 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 registeredWeapons; protected 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); } } protected function OnDisabled() { local int i; local AmmoPickupStalker nextStalker; local array 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 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 vanillaPickupClass, fixPickupClass; if (kfWeapon == none || kfWeapon.instigator == none) return 0.0; fixPickupClass = class(kfWeapon.pickupClass); vanillaPickupClass = class(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' }