Skip to content

Conversation

@thefatcode
Copy link

Summary

Prevents weapon-based skills from being cast without a weapon equipped.

Problem

Players could exploit weapon skills (like Twisting Slash) by casting them without a weapon, potentially causing unexpected behavior.

Solution

Added a check in AreaSkillAttackAction.PerformAutomaticHitsAsync() that validates weapon presence for skills with MovesToTarget = true.

Changes

  • Uses skill.MovesToTarget property instead of hardcoding skill number
  • Uses GetRandomOffensiveItem() to check for any equipped weapon (handles left-hand, right-hand, and two-handed weapons)
  • Covers all weapon-based melee skills (Twisting Slash, Death Stab, etc.)

@gemini-code-assist
Copy link

Summary of Changes

Hello @thefatcode, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request resolves an exploit allowing players to cast weapon-dependent skills without an equipped weapon, which could lead to unexpected game behavior. By introducing a robust validation mechanism, the change ensures that such skills can only be activated when an appropriate offensive item is present, thereby maintaining game balance and integrity.

Highlights

  • Weapon Skill Validation: Implemented a check within AreaSkillAttackAction.PerformAutomaticHitsAsync() to prevent weapon-based skills from being cast if the player does not have an offensive weapon equipped. This addresses an exploit where skills like Twisting Slash or Death Stab could be used without a weapon.
  • Dynamic Skill Requirement Check: The validation now dynamically checks the skill.MovesToTarget property, ensuring that any skill requiring movement to a target (and thus a weapon) is covered, rather than relying on hardcoded skill IDs.
  • Comprehensive Weapon Detection: Utilizes player.Inventory?.GetRandomOffensiveItem() to accurately detect the presence of any equipped offensive weapon, covering various configurations (left-hand, right-hand, two-handed).

🧠 New Feature in Public Preview: You can now enable Memory to help Gemini Code Assist learn from your team's feedback. This makes future code reviews more consistent and personalized to your project's style. Click here to enable Memory in your admin console.

Using Gemini Code Assist

The full guide for Gemini Code Assist can be found on our documentation page, here are some quick tips.

Invoking Gemini

You can request assistance from Gemini at any point by creating a comment using either /gemini <command> or @gemini-code-assist <command>. Below is a summary of the supported commands on the current page.

Feature Command Description
Code Review /gemini review Performs a code review for the current pull request in its current state.
Pull Request Summary /gemini summary Provides a summary of the current pull request in its current state.
Comment @gemini-code-assist Responds in comments when explicitly tagged, both in pull request comments and review comments.
Help /gemini help Displays a list of available commands.

Customization

To customize Gemini Code Assist for GitHub experience, repository maintainers can create a configuration file and/or provide a custom code review style guide (such as PEP-8 for Python) by creating and adding files to a .gemini/ folder in the base of the repository. Detailed instructions can be found here.

Limitations & Feedback

Gemini Code Assist may make mistakes. Please leave feedback on any instances where its feedback is incorrect or counter productive. You can react with 👍 and 👎 on @gemini-code-assist comments. If you're interested in giving your feedback about your experience with Gemini Code Assist for Github and other Google products, sign up here.

You can also get AI-powered code generation, chat, as well as code reviews directly in the IDE at no cost with the Gemini Code Assist IDE Extension.

Footnotes

  1. Review the Privacy Notices, Generative AI Prohibited Use Policy, Terms of Service, and learn how to configure Gemini Code Assist in GitHub here. Gemini can make mistakes, so double check it and use code with caution.

Copy link

@gemini-code-assist gemini-code-assist bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Code Review

This pull request aims to fix a bug where weapon-based skills could be cast without a weapon. The approach is to add a check for an equipped weapon for skills that move the player to the target.

The change in src/GameLogic/PlayerActions/Skills/AreaSkillAttackAction.cs correctly identifies the skills that need this check. However, the implementation of the check itself is flawed. It uses GetRandomOffensiveItem(), which can return a pendant, thus incorrectly allowing the skill to be cast without a weapon. I've suggested a more robust check that specifically verifies if a weapon is equipped in the hand slots.

The change in src/Web/AdminPanel/Pages/EditConfigGrid.razor.cs is correct and passes the necessary PersistenceContext to the creation modal.

Please address the issue in the weapon check to fully resolve the exploit.

Comment on lines +172 to +175
if (skill.MovesToTarget && player.Inventory?.GetRandomOffensiveItem() is null)
{
return;
}

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

high

The current check using player.Inventory?.GetRandomOffensiveItem() is null is not sufficient to prevent casting weapon-based skills without a weapon. The GetRandomOffensiveItem method can return a pendant, which would allow the check to pass even if no weapon is equipped. This would allow the exploit to persist for players who have a pendant but no weapon.

The check should be more specific to only consider items in weapon slots that are actual weapons (not shields or ammunition).

You might need to add using MUnique.OpenMU.DataModel.Entities; for the Item type if it's not already available in the file's scope.

        if (skill.MovesToTarget)
        {
            var inventory = player.Inventory;
            var left = inventory?.GetItem(InventoryConstants.LeftHandSlot);
            var right = inventory?.GetItem(InventoryConstants.RightHandSlot);

            static bool IsWeapon(Item? item)
            {
                // A weapon is an item in a hand slot which is not a shield or ammunition.
                const byte ShieldItemGroup = 6;
                return item?.Definition is not null && !item.Definition.IsAmmunition && item.Definition.Group != ShieldItemGroup;
            }

            if (!IsWeapon(left) && !IsWeapon(right))
            {
                return;
            }
        }

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

There is a more simple fix: Each weapon adds 1 to the Stats.EquippedWeaponCount, so just check if it's greater than 0, and it should work.

        if (skill.MovesToTarget && player.Attributes[Stats.EquippedWeaponCount] > 0)

Comment on lines +172 to +175
if (skill.MovesToTarget && player.Inventory?.GetRandomOffensiveItem() is null)
{
return;
}
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

There is a more simple fix: Each weapon adds 1 to the Stats.EquippedWeaponCount, so just check if it's greater than 0, and it should work.

        if (skill.MovesToTarget && player.Attributes[Stats.EquippedWeaponCount] > 0)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants