Just looking over the code once.

This commit is contained in:
asofold 2012-09-20 12:11:49 +02:00
parent 035eddea3a
commit 450c14b97d

View File

@ -115,6 +115,10 @@ public class SurvivalFly extends Check {
} }
// TODO: Optimize: maybe only do the permission checks and modifiers if the distance is too big. // TODO: Optimize: maybe only do the permission checks and modifiers if the distance is too big.
// (Depending on permission plugin, with pex it will be hardly 1000 ns for all moving perms, if all false.)
// Set some flags:
final boolean fromOnGround = from.isOnGround();
final boolean toOnGround = to.isOnGround();
// If the player is on ice, give him an higher maximum speed. // If the player is on ice, give him an higher maximum speed.
if (data.survivalFlyOnIce > 0) if (data.survivalFlyOnIce > 0)
@ -135,7 +139,7 @@ public class SurvivalFly extends Check {
// Prevent players from walking on a liquid. // Prevent players from walking on a liquid.
// TODO: yDistance == 0D <- should there not be a tolerance +- or 0...x ? // TODO: yDistance == 0D <- should there not be a tolerance +- or 0...x ?
if (hDistanceAboveLimit <= 0D && hDistance > 0.1D && yDistance == 0D if (hDistanceAboveLimit <= 0D && hDistance > 0.1D && yDistance == 0D
&& BlockProperties.isLiquid(to.getTypeId()) && !to.isOnGround() && BlockProperties.isLiquid(to.getTypeId()) && !toOnGround
&& to.getY() % 1D < 0.8D) && to.getY() % 1D < 0.8D)
hDistanceAboveLimit = hDistance; hDistanceAboveLimit = hDistance;
@ -185,9 +189,9 @@ public class SurvivalFly extends Check {
// If the player has touched the ground but it hasn't been noticed by the plugin, the workaround is here. // If the player has touched the ground but it hasn't been noticed by the plugin, the workaround is here.
final double setBackYDistance = to.getY() - data.setBack.getY(); final double setBackYDistance = to.getY() - data.setBack.getY();
if (!from.isOnGround() if (!fromOnGround
&& (from.getY() < data.survivalFlyLastFromY && yDistance > 0D && yDistance < 0.5D && (from.getY() < data.survivalFlyLastFromY && yDistance > 0D && yDistance < 0.5D
&& setBackYDistance > 0D && setBackYDistance <= 1.5D || !to.isOnGround() && to.isAboveStairs())) { && setBackYDistance > 0D && setBackYDistance <= 1.5D || !toOnGround && to.isAboveStairs())) {
// Set the new setBack and reset the jumpPhase. // Set the new setBack and reset the jumpPhase.
data.setBack = from.getLocation(); data.setBack = from.getLocation();
data.setBack.setY(Math.floor(data.setBack.getY())); data.setBack.setY(Math.floor(data.setBack.getY()));
@ -198,7 +202,7 @@ public class SurvivalFly extends Check {
data.survivalFlyLastFromY = from.getY(); data.survivalFlyLastFromY = from.getY();
// Calculate the vertical speed limit based on the current jump phase. // Calculate the vertical speed limit based on the current jump phase.
double vAllowedDistance = (!from.isOnGround() && !to.isOnGround() ? 1.45D : 1.35D) + data.verticalFreedom; double vAllowedDistance = (!fromOnGround && !toOnGround ? 1.45D : 1.35D) + data.verticalFreedom;
vAllowedDistance *= data.jumpAmplifier; vAllowedDistance *= data.jumpAmplifier;
if (data.survivalFlyJumpPhase > 6 + data.jumpAmplifier) if (data.survivalFlyJumpPhase > 6 + data.jumpAmplifier)
vAllowedDistance -= (data.survivalFlyJumpPhase - 6) * 0.15D; vAllowedDistance -= (data.survivalFlyJumpPhase - 6) * 0.15D;
@ -206,11 +210,11 @@ public class SurvivalFly extends Check {
double vDistanceAboveLimit = to.getY() - data.setBack.getY() - vAllowedDistance; double vDistanceAboveLimit = to.getY() - data.setBack.getY() - vAllowedDistance;
// Step can also be blocked. // Step can also be blocked.
if (from.isOnGround() && to.isOnGround() && Math.abs(to.getY() - from.getY() - 1D) <= cc.yStep && vDistanceAboveLimit <= 0D if (fromOnGround && toOnGround && Math.abs(to.getY() - from.getY() - 1D) <= cc.yStep && vDistanceAboveLimit <= 0D
&& !player.hasPermission(Permissions.MOVING_SURVIVALFLY_STEP)) && !player.hasPermission(Permissions.MOVING_SURVIVALFLY_STEP))
vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.abs(to.getY() - from.getY())); vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.abs(to.getY() - from.getY()));
if (from.isOnGround() || to.isOnGround()) if (fromOnGround || toOnGround)
data.jumpAmplifier = 0D; data.jumpAmplifier = 0D;
final double result = (Math.max(hDistanceAboveLimit, 0D) + Math.max(vDistanceAboveLimit, 0D)) * 100D; final double result = (Math.max(hDistanceAboveLimit, 0D) + Math.max(vDistanceAboveLimit, 0D)) * 100D;
@ -232,7 +236,7 @@ public class SurvivalFly extends Check {
// allow the player to look somewhere else despite getting pulled back by NoCheatPlus. // allow the player to look somewhere else despite getting pulled back by NoCheatPlus.
return new Location(player.getWorld(), data.setBack.getX(), data.setBack.getY(), data.setBack.getZ(), return new Location(player.getWorld(), data.setBack.getX(), data.setBack.getY(), data.setBack.getZ(),
to.getYaw(), to.getPitch()); to.getYaw(), to.getPitch());
else if (to.isInLiquid() || to.isInWeb() || to.isOnGround() || to.isOnLadder()) { else if (to.isInLiquid() || to.isInWeb() || toOnGround || to.isOnLadder()) {
// In case it only gets logged, not stopped by NoCheatPlus, update the setback location at least a bit. // In case it only gets logged, not stopped by NoCheatPlus, update the setback location at least a bit.
data.setBack = to.getLocation(); data.setBack = to.getLocation();
data.survivalFlyJumpPhase = 0; data.survivalFlyJumpPhase = 0;
@ -246,17 +250,17 @@ public class SurvivalFly extends Check {
data.setBack = to.getLocation(); data.setBack = to.getLocation();
data.setBack.setY(Math.ceil(data.setBack.getY())); data.setBack.setY(Math.ceil(data.setBack.getY()));
data.survivalFlyJumpPhase = 0; data.survivalFlyJumpPhase = 0;
} else if ((to.isInWeb() || to.isOnLadder() || to.isOnGround()) } else if ((to.isInWeb() || to.isOnLadder() || toOnGround)
&& (from.getY() >= to.getY() || data.setBack.getY() <= Math.floor(to.getY()))) { && (from.getY() >= to.getY() || data.setBack.getY() <= Math.floor(to.getY()))) {
// If the player moved down "onto" the ground and the new setback point is higher up than the old or at // If the player moved down "onto" the ground and the new setback point is higher up than the old or at
// least at the same height, or if the player is in web or on a ladder. // least at the same height, or if the player is in web or on a ladder.
data.setBack = to.getLocation(); data.setBack = to.getLocation();
data.survivalFlyJumpPhase = 0; data.survivalFlyJumpPhase = 0;
} else { } else {
if (from.isInLiquid() || from.isOnGround() || from.isInWeb() || from.isOnGround()) if (from.isInLiquid() || fromOnGround || from.isInWeb() || fromOnGround)
data.setBack = from.getLocation(); data.setBack = from.getLocation();
if (from.isInLiquid() || to.isInLiquid() || from.isInWeb() || to.isInWeb() || from.isOnGround() if (from.isInLiquid() || to.isInLiquid() || from.isInWeb() || to.isInWeb() || fromOnGround
|| to.isOnGround() || from.isOnLadder() || to.isOnLadder()) || toOnGround || from.isOnLadder() || to.isOnLadder())
// The player at least touched the ground somehow. // The player at least touched the ground somehow.
data.survivalFlyJumpPhase = 0; data.survivalFlyJumpPhase = 0;
} }