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Fix weapon skills bug: prevent casting without weapon #693
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Summary of ChangesHello @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
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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.
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 withMovesToTarget = true.Changes
skill.MovesToTargetproperty instead of hardcoding skill numberGetRandomOffensiveItem()to check for any equipped weapon (handles left-hand, right-hand, and two-handed weapons)