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395 lines
16 KiB
395 lines
16 KiB
/** |
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* This feature addressed an oversight in vanilla code that |
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* allows clients to sell weapon's ammunition. |
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* Moreover, when being sold, ammunition cost is always multiplied by 0.75, |
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* without taking into an account possible discount a player might have. |
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* This allows cheaters to "print money" by buying and selling ammo over and |
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* over again ammunition for some weapons, |
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* notably pipe bombs (74% discount for lvl6 demolition) |
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* and crossbow (42% discount for lvl6 sharpshooter). |
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* |
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* This feature fixes this problem by setting 'pickupClass' variable in |
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* potentially abusable weapons to our own value that won't receive a discount. |
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* Luckily for us, it seems that pickup spawn and discount checks are the only |
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* two place where variable is directly checked in a vanilla game's code |
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* ('default.pickupClass' is used everywhere else), |
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* so we can easily deal with the side effects of such change. |
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* Copyright 2020 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class FixAmmoSelling extends Feature; |
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/** |
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* We will replace 'pickupClass' variable for all instances of potentially |
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* abusable weapons. That is weapons, that have a discount for their ammunition |
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* (via 'GetAmmoCostScaling' function in a corresponding perk class). |
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* They are defined (along with our pickup replacements) in 'rules' array. |
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* That array isn't configurable, since the abusable status is hardcoded into |
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* perk classes and the main mod that allows to change those (ServerPerks), |
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* also solves ammo selling by a more direct method |
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* (only available for the mods that replace player pawn class). |
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* This change already completely fixes ammo printing. |
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* Possible concern with changing the value of 'pickupClass' is that |
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* it might affect gameplay in too many ways. |
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* But, luckily for us, that value is only used when spawning a new pickup and |
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* in 'ServerBuyAmmo' function of 'KFPawn' |
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* (all the other places use it's default value instead). |
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* This means that the only two side-effects of our change are: |
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* 1. That wrong pickup class will be spawned. This problem is easily |
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* solved by replacing spawned actor in 'CheckReplacement'. |
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* 2. That ammo will be sold at a different (lower for us) price, |
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* while trader would still display and require the original price. |
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* This problem is solved by manually taking from player the difference |
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* between what he should have had to pay and what he actually paid. |
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* This brings us to the second issue - |
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* detecting when player bought the ammo. |
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* Unfortunately, it doesn't seem possible to detect with 100% certainty |
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* without replacing pawn or shop classes, |
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* so we have to eliminate other possibilities. |
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* There are seem to be three ways for players to get more ammo: |
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* 1. For some mod to give it; |
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* 2. Found it an ammo box; |
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* 3. To buy ammo (can only happen in trader). |
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* We don't want to provide mods with low-level API for bug fixes, |
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* so to ensure the compatibility, mods that want to increase ammo values |
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* will have to solve compatibility issue by themselves: |
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* either by reimplementing this fix (possibly the best option) |
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* or by giving players appropriate money along with the ammo. |
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* The only other case we have to eliminate is ammo boxes. |
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* First, all cases of ammo boxes outside the trader are easy to detect, |
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* since in this case we can be sure that player didn't buy ammo |
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* (and mods that can allow it can just get rid of |
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* 'ServerSellAmmo' function directly, similarly to how ServerPerks does it). |
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* We'll detect all the other boxes by attaching an auxiliary actor |
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* ('AmmoPickupStalker') to them, that will fire off 'Touch' event |
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* at the same time as ammo boxes. |
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* The only possible problem is that part of the ammo cost is |
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* taken with a slight delay, which leaves cheaters a window of opportunity |
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* to buy more than they can afford. |
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* This issue is addressed by each ammo type costing as little as possible |
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* (its' cost for corresponding perk at lvl6) |
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* and a flag that does allow players to go into negative dosh values |
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* (the cost is potential bugs in this fix itself, that |
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* can somewhat affect regular players). |
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*/ |
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// Due to how this fix works, players with level below 6 get charged less |
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// than necessary by the shop and this fix must take the rest of |
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// the cost by itself. |
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// The problem is, due to how ammo purchase is coded, low-level (<6 lvl) |
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// players can actually buy more ammo for "fixed" weapons than they can afford |
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// by filling ammo for one or all weapons. |
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// Setting this flag to 'true' will allow us to still take full cost |
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// from them, putting them in "debt" (having negative dosh amount). |
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// If you don't want to have players with negative dosh values on your server |
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// as a side-effect of this fix, then leave this flag as 'false', |
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// letting low level players buy ammo cheaper |
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// (but not cheaper than lvl6 could). |
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// NOTE: this issue doesn't affect level 6 players. |
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// NOTE #2: this fix does give players below level 6 some |
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// technical advantage compared to vanilla game, but this advantage |
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// cannot exceed benefits of having level 6. |
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var private config const bool allowNegativeDosh; |
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// This structure records what classes of weapons can be abused |
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// and what pickup class we should use to fix the exploit. |
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struct ReplacementRule |
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{ |
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var class<KFWeapon> abusableWeapon; |
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var class<KFWeaponPickup> pickupReplacement; |
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}; |
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// Actual list of abusable weapons. |
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var private const array<ReplacementRule> rules; |
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// We create one such record for any |
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// abusable weapon instance in the game to store: |
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struct WeaponRecord |
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{ |
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// The instance itself. |
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var KFWeapon weapon; |
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// Corresponding ammo instance |
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// (all abusable weapons only have one ammo type). |
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var KFAmmunition ammo; |
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// Last ammo amount we've seen, used to detect players gaining ammo |
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// (from either ammo boxes or buying it). |
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var int lastAmmoAmount; |
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}; |
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// All weapons we've detected so far. |
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var private array<WeaponRecord> registeredWeapons; |
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public function OnEnabled() |
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{ |
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local KFWeapon nextWeapon; |
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local KFAmmoPickup nextPickup; |
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// Find all abusable weapons |
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foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) |
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{ |
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FixWeapon(nextWeapon); |
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} |
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// Start tracking all ammo boxes |
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foreach level.DynamicActors(class'KFMod.KFAmmoPickup', nextPickup) |
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{ |
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class'AmmoPickupStalker'.static.StalkAmmoPickup(nextPickup); |
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} |
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} |
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public function OnDisabled() |
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{ |
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local int i; |
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local AmmoPickupStalker nextStalker; |
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local array<AmmoPickupStalker> stalkers; |
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// Restore all the 'pickupClass' variables we've changed. |
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for (i = 0; i < registeredWeapons.length; i += 1) |
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{ |
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if (registeredWeapons[i].weapon != none) |
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{ |
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registeredWeapons[i].weapon.pickupClass = |
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registeredWeapons[i].weapon.default.pickupClass; |
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} |
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} |
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registeredWeapons.length = 0; |
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// Kill all the stalkers; |
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// to be safe, avoid destroying them directly in the iterator. |
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foreach level.DynamicActors(class'AmmoPickupStalker', nextStalker) |
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{ |
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stalkers[stalkers.length] = nextStalker; |
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} |
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for (i = 0; i < stalkers.length; i += 1) |
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{ |
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if (stalkers[i] != none) |
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{ |
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stalkers[i].Destroy(); |
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} |
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} |
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} |
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// Checks if given class is a one of our pickup replacer classes. |
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public static final function bool IsReplacer(class<Actor> pickupClass) |
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{ |
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local int i; |
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if (pickupClass == none) return false; |
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for (i = 0; i < default.rules.length; i += 1) |
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{ |
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if (pickupClass == default.rules[i].pickupReplacement) |
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{ |
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return true; |
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} |
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} |
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return false; |
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} |
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// 1. Checks if weapon can be abused and if it can, - fixes the problem. |
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// 2. Starts tracking abusable weapon to detect when player buys ammo for it. |
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public final function FixWeapon(KFWeapon potentialAbuser) |
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{ |
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local int i; |
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local WeaponRecord newRecord; |
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if (potentialAbuser == none) return; |
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for (i = 0; i < registeredWeapons.length; i += 1) |
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{ |
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if (registeredWeapons[i].weapon == potentialAbuser) |
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{ |
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return; |
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} |
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} |
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for (i = 0; i < rules.length; i += 1) |
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{ |
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if (potentialAbuser.class == rules[i].abusableWeapon) |
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{ |
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potentialAbuser.pickupClass = rules[i].pickupReplacement; |
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newRecord.weapon = potentialAbuser; |
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registeredWeapons[registeredWeapons.length] = newRecord; |
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return; |
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} |
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} |
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} |
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// Finds ammo instance for recorded weapon in it's owner's inventory. |
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private final function WeaponRecord FindAmmoInstance(WeaponRecord record) |
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{ |
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local Inventory invIter; |
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local KFAmmunition ammo; |
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if (record.weapon == none) return record; |
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if (record.weapon.instigator == none) return record; |
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// Find instances anew |
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invIter = record.weapon.instigator.inventory; |
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while (invIter != none) |
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{ |
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if (record.weapon.ammoClass[0] == invIter.class) |
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{ |
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ammo = KFAmmunition(invIter); |
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} |
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invIter = invIter.inventory; |
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} |
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// Add missing instances |
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if (ammo != none) |
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{ |
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record.ammo = ammo; |
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record.lastAmmoAmount = ammo.ammoAmount; |
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} |
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return record; |
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} |
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// Calculates how much more player should have paid for 'ammoAmount' |
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// amount of ammo, compared to how much trader took after our fix. |
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private final function float GetPriceCorrection |
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( |
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KFWeapon kfWeapon, |
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int ammoAmount |
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) |
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{ |
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local float boughtMagFraction; |
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// 'vanillaPrice' - price that would be calculated |
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// without our interference |
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// 'fixPrice' - price that will be calculated after |
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// we've replaced pickup class |
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local float vanillaPrice, fixPrice; |
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local KFPlayerReplicationInfo kfRI; |
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local class<KFWeaponPickup> vanillaPickupClass, fixPickupClass; |
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if (kfWeapon == none || kfWeapon.instigator == none) return 0.0; |
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fixPickupClass = class<KFWeaponPickup>(kfWeapon.pickupClass); |
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vanillaPickupClass = class<KFWeaponPickup>(kfWeapon.default.pickupClass); |
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if (fixPickupClass == none || vanillaPickupClass == none) return 0.0; |
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// Calculate base prices |
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boughtMagFraction = (float(ammoAmount) / kfWeapon.default.magCapacity); |
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fixPrice = boughtMagFraction * fixPickupClass.default.AmmoCost; |
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vanillaPrice = boughtMagFraction * vanillaPickupClass.default.AmmoCost; |
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// Apply perk discount for vanilla price |
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// (we don't need to consider secondary ammo or husk gun special cases, |
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// since such weapons can't be abused via ammo dosh-printing) |
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kfRI = KFPlayerReplicationInfo(kfWeapon.instigator.playerReplicationInfo); |
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if (kfRI != none && kfRI.clientVeteranSkill != none) |
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{ |
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vanillaPrice *= kfRI.clientVeteranSkill.static. |
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GetAmmoCostScaling(kfRI, vanillaPickupClass); |
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} |
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// TWI's code rounds up ammo cost |
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// to the integer value whenever ammo is bought, |
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// so to calculate exactly how much we need to correct the cost, |
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// we must find difference between the final, rounded cost values. |
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return float(Max(0, int(vanillaPrice) - int(fixPrice))); |
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} |
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// Takes current ammo and last recorded in 'record' value to calculate |
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// how much money to take from the player |
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// (calculations are done via 'GetPriceCorrection'). |
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private final function WeaponRecord TaxAmmoChange(WeaponRecord record) |
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{ |
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local int ammoDiff; |
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local KFPawn taxPayer; |
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local PlayerReplicationInfo replicationInfo; |
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taxPayer = KFPawn(record.weapon.instigator); |
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if (record.weapon == none || taxPayer == none) return record; |
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// No need to charge money if player couldn't have |
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// possibly bought the ammo. |
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if (!taxPayer.CanBuyNow()) return record; |
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// Find ammo difference with recorded value. |
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if (record.ammo != none) |
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{ |
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ammoDiff = Max(0, record.ammo.ammoAmount - record.lastAmmoAmount); |
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record.lastAmmoAmount = record.ammo.ammoAmount; |
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} |
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// Make player pay dosh |
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replicationInfo = taxPayer.playerReplicationInfo; |
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if (replicationInfo != none) |
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{ |
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replicationInfo.score -= GetPriceCorrection(record.weapon, ammoDiff); |
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// This shouldn't happen, since shop is supposed to make sure |
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// player has enough dosh to buy ammo at full price |
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// (actual price + our correction). |
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// But if user is extra concerned about it, - |
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// we can additionally for force the score above 0. |
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if (!allowNegativeDosh) |
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{ |
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replicationInfo.score = FMax(0, replicationInfo.score); |
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} |
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} |
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return record; |
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} |
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// Changes our records to account for player picking up the ammo box, |
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// to avoid charging his for it. |
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public final function RecordAmmoPickup(Pawn pawnWithAmmo, KFAmmoPickup pickup) |
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{ |
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local int i; |
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local int newAmount; |
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// Check conditions from 'KFAmmoPickup' code ('Touch' function) |
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if (pickup == none) return; |
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if (pawnWithAmmo == none) return; |
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if (pawnWithAmmo.controller == none) return; |
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if (!pawnWithAmmo.bCanPickupInventory) return; |
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if (!FastTrace(pawnWithAmmo.location, pickup.location)) return; |
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// Add relevant amount of ammo to our records |
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for (i = 0; i < registeredWeapons.length; i += 1) |
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{ |
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if (registeredWeapons[i].weapon == none) continue; |
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if (registeredWeapons[i].weapon.instigator == pawnWithAmmo) |
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{ |
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newAmount = registeredWeapons[i].lastAmmoAmount |
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+ registeredWeapons[i].ammo.ammoPickupAmount; |
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newAmount = Min(registeredWeapons[i].ammo.maxAmmo, newAmount); |
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registeredWeapons[i].lastAmmoAmount = newAmount; |
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} |
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} |
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} |
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event Tick(float delta) |
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{ |
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local int i; |
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// For all the weapon records... |
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i = 0; |
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while (i < registeredWeapons.length) |
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{ |
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// ...remove dead records |
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if (registeredWeapons[i].weapon == none) |
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{ |
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registeredWeapons.Remove(i, 1); |
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continue; |
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} |
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// ...find ammo if it's missing |
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if (registeredWeapons[i].ammo == none) |
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{ |
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registeredWeapons[i] = FindAmmoInstance(registeredWeapons[i]); |
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} |
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// ...tax for ammo, if we can |
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registeredWeapons[i] = TaxAmmoChange(registeredWeapons[i]); |
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i += 1; |
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} |
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} |
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defaultproperties |
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{ |
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allowNegativeDosh = false |
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rules(0)=(abusableWeapon=class'KFMod.Crossbow',pickupReplacement=class'FixAmmoSellingClass_CrossbowPickup') |
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rules(1)=(abusableWeapon=class'KFMod.PipeBombExplosive',pickupReplacement=class'FixAmmoSellingClass_PipeBombPickup') |
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rules(2)=(abusableWeapon=class'KFMod.M79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M79Pickup') |
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rules(3)=(abusableWeapon=class'KFMod.GoldenM79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_GoldenM79Pickup') |
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rules(4)=(abusableWeapon=class'KFMod.M32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M32Pickup') |
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rules(5)=(abusableWeapon=class'KFMod.CamoM32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_CamoM32Pickup') |
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rules(6)=(abusableWeapon=class'KFMod.LAW',pickupReplacement=class'FixAmmoSellingClass_LAWPickup') |
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rules(7)=(abusableWeapon=class'KFMod.SPGrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_SPGrenadePickup') |
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rules(8)=(abusableWeapon=class'KFMod.SealSquealHarpoonBomber',pickupReplacement=class'FixAmmoSellingClass_SealSquealPickup') |
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rules(9)=(abusableWeapon=class'KFMod.SeekerSixRocketLauncher',pickupReplacement=class'FixAmmoSellingClass_SeekerSixPickup') |
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// Listeners |
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requiredListeners(0) = class'MutatorListener_FixAmmoSelling' |
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} |