midspace / Space-Engineers-Admin-script-mod

Modding script for Space Engineers with dozens of Admin commands for creating game scenarios or supporting servers.
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Protected Area is not protecting from Warhead's #192

Open midspace opened 6 years ago

midspace commented 6 years ago

From SteamCommunity

Gulak:
[Bug] Warhead in Protected area
I cought some players destroying ships inside protected área using warheads. Then I was replied the problem. I created a new ship outside the secure área, changed the ownership and /builtby to another player and I fly to the secure zone.

After that I removed my admin status and built some warheads close to the ship. well... RIP test ship.

http://steamcommunity.com/workshop/filedetails/discussion/316190120/1700542332339645945/

midspace commented 6 years ago

I've done some testing, and it appears the game arbitrarily destroys all cubes within the center sphere of the warhead explosion. It ignores the "damage" setting of 0 entirely, as those cubes are simply destroyed.

midspace commented 6 years ago

I've logged an issue with Keen, however it might take a while to get a fix or a work-around that allows us to prevent those cubes from been destroyed.

midspace commented 6 years ago

I'm going to look for a method of blocking the trigger on the Warhead instead, and prevent it from exploding in the first place. I'm not sure if one exists currently.

midspace commented 6 years ago

I had a good look, and I can't find any way of overriding the Detonate action of the Warhead.

Spcemarine commented 6 years ago

Hmm, a shame that we can't override it... For workarounds we have a few (bad and even worse) options:

EDIT: If the performance impact of the last option is not too heavy it's the best choice in my opinion. But I think it's not a modder's job to implement workarounds for API bugs at the cost of performance.

midspace commented 6 years ago

The biggest risk is, a cube is built outside of the PA, the warheads enabled, and then sent in either remotely, or dumb launch. With either a Timer block, PB, or the warhead timer itself to detonate it.

That said, I did find a gap in the PA code, where the RegisterBeforeDamageHandler(object, MyDamageInformation) was passing a IMyCubeBlock instead of IMySlimBlock in some cases. I am patching that now.