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Add lostground_vcollide.
For efficiency (several?) other cases will be removable, once we model the per-move ground/medium properties more accurately also for the past move(s). At least lostground_pyramid should be removed then.
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@ -704,7 +704,7 @@ public class SurvivalFly extends Check {
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}
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// Descending.
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if (yDistance <= 0) {
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if (lostGroundDescend(player, from, to, hDistance, yDistance, sprinting, data, cc)) {
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if (lostGroundDescend(player, from, loc, to, hDistance, yDistance, sprinting, data, cc)) {
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return true;
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}
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}
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@ -1828,12 +1828,26 @@ public class SurvivalFly extends Check {
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* @param cc
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* @return
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*/
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private boolean lostGroundDescend(final Player player, final PlayerLocation from, final PlayerLocation to, final double hDistance, final double yDistance, final boolean sprinting, final MovingData data, final MovingConfig cc) {
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private boolean lostGroundDescend(final Player player, final PlayerLocation from, final Location loc, final PlayerLocation to, final double hDistance, final double yDistance, final boolean sprinting, final MovingData data, final MovingConfig cc) {
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// TODO: re-organize for faster exclusions (hDistance, yDistance).
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// TODO: more strict conditions
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final double setBackYDistance = to.getY() - data.getSetBackY();
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// Collides vertically.
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// Note: checking loc should make sense, rather if loc is higher than from?
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if (!to.isOnGround() && from.isOnGround(from.getY() - to.getY() + 0.001)) {
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// Test for passability of the entire box, roughly from feet downwards.
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// TODO: Efficiency with Location instances.
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// TODO: Full bounds check (!).
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final Location ref = from.getLocation();
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ref.setY(to.getY());
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if (BlockProperties.isPassable(from.getLocation(), ref)) {
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// TODO: Needs new model (store detailed on-ground properties).
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return applyLostGround(player, from, false, data, "vcollide");
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}
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}
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if (data.sfJumpPhase <= 7) {
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// Check for sprinting down blocks etc.
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if (data.lastYDist <= yDistance && setBackYDistance < 0 && !to.isOnGround()) {
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@ -1844,6 +1858,7 @@ public class SurvivalFly extends Check {
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if (from.isOnGround(0.6, 0.4, 0.0, 0L) ) {
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// TODO: further narrow down bounds ?
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// Temporary "fix".
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// TODO: Seems to virtually always be preceded by a "vcollide" move.
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return applyLostGround(player, from, true, data, "pyramid");
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}
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}
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