Spaces, indentation, comments.

This commit is contained in:
asofold 2014-11-10 22:58:14 +01:00
parent 4caec8aa63
commit 543753a74d
2 changed files with 2476 additions and 2318 deletions

View File

@ -13,230 +13,230 @@ import fr.neatmonster.nocheatplus.utilities.PlayerLocation;
import fr.neatmonster.nocheatplus.utilities.TrigUtil;
public class Passable extends Check {
private final PassableRayTracing rayTracing = new PassableRayTracing();
public Passable() {
super(CheckType.MOVING_PASSABLE);
rayTracing.setMaxSteps(60); // TODO: Configurable ?
}
private final PassableRayTracing rayTracing = new PassableRayTracing();
public Location check(final Player player, Location loc, final PlayerLocation from, final PlayerLocation to, final MovingData data, final MovingConfig cc)
{
// TODO: if (!from.isSameCoords(loc)) {...check passable for loc -> from !?... + sf etc too?}
// TODO: Future: Account for the players bounding box? [test very-strict setting for at least the end points...]
String tags = "";
// Block distances (sum, max) for from-to (not for loc!).
final int manhattan = from.manhattan(to);
// Skip moves inside of ignored blocks right away [works as long as we only check between foot-locations].
if (manhattan <= 1 && BlockProperties.isPassable(from.getTypeId())) {
// TODO: Monitor: BlockProperties.isPassable checks slightly different than before.
if (manhattan == 0){
return null;
} else {
// manhattan == 1
if (BlockProperties.isPassable(to.getTypeId())) {
return null;
}
}
}
boolean toPassable = to.isPassable();
// General condition check for using ray-tracing.
if (toPassable && cc.passableRayTracingCheck && (!cc.passableRayTracingBlockChangeOnly || manhattan > 0)) {
rayTracing.set(from, to);
rayTracing.loop();
if (rayTracing.collides() || rayTracing.getStepsDone() >= rayTracing.getMaxSteps()) {
final int maxBlockDist = manhattan <= 1 ? manhattan : from.maxBlockDist(to);
if (maxBlockDist <= 1 && rayTracing.getStepsDone() == 1 && !from.isPassable()) {
// Redo ray-tracing for moving out of blocks.
if (collidesIgnoreFirst(from, to)) {
toPassable = false;
tags = "raytracing_2x_";
}
else if (cc.debug) {
System.out.println(player.getName() + " passable: allow moving out of a block.");
}
}
else{
if (!allowsSplitMove(from, to, manhattan)) {
toPassable = false;
tags = "raytracing_";
}
}
}
// TODO: Future: If accuracy is demanded, also check the head position (or bounding box right away).
rayTracing.cleanup();
}
// TODO: Checking order: If loc is not the same as from, a quick return here might not be wanted.
if (toPassable) {
// Quick return.
// (Might consider if vl>=1: only decrease if from and loc are passable too, though micro...)
data.passableVL *= 0.99;
return null;
} else {
return potentialViolation(player, loc, from, to, manhattan, tags, data, cc);
}
}
private Location potentialViolation(final Player player, Location loc, final PlayerLocation from, final PlayerLocation to, final int manhattan, String tags, final MovingData data, final MovingConfig cc) {
// Moving into a block, possibly a violation.
public Passable() {
super(CheckType.MOVING_PASSABLE);
rayTracing.setMaxSteps(60); // TODO: Configurable ?
}
// Check the players location if different from others.
// (It provides a better set-back for some exploits.)
final int lbX = loc.getBlockX();
final int lbY = loc.getBlockY();
final int lbZ = loc.getBlockZ();
// First check if the player is moving from a passable location.
// If not, the move might still be allowed, if moving inside of the same block, or from and to have head position passable.
if (from.isPassable()) {
// Put one workaround for 1.5 high blocks here:
if (from.isBlockAbove(to) && (BlockProperties.getBlockFlags(to.getTypeId()) & BlockProperties.F_HEIGHT150) != 0) {
// Check if the move went from inside of the block.
if (BlockProperties.collidesBlock(to.getBlockCache(), from.getX(), from.getY(), from.getZ(), from.getX(), from.getY(), from.getZ(), to.getBlockX(), to.getBlockY(), to.getBlockZ(), to.getTypeId())) {
// Allow moving inside of 1.5 high blocks.
return null;
}
}
// From should be the set-back.
loc = null;
tags += "into";
} else if (BlockProperties.isPassable(from.getBlockCache(), loc.getX(), loc.getY(), loc.getZ(), from.getTypeId(lbX, lbY, lbZ))) {
// Keep loc, because it it is passable.
tags += "into_shift";
}
// } else if (BlockProperties.isPassableExact(from.getBlockCache(), loc.getX(), loc.getY(), loc.getZ(), from.getTypeId(lbX, lbY, lbZ))) {
// (Mind that this can be the case on the same block theoretically.)
// Keep loc as set-back.
// }
else if (!from.isSameBlock(lbX, lbY, lbZ)) {
// Both loc and from are not passable. Use from as set.back (earliest).
tags += "cross_shift";
loc = null;
}
else if (manhattan == 1 && to.isBlockAbove(from) && BlockProperties.isPassable(from.getBlockCache(), from.getX(), from.getY() + player.getEyeHeight(), from.getZ(), from.getTypeId(from.getBlockX(), Location.locToBlock(from.getY() + player.getEyeHeight()), from.getBlockZ()))) {
// else if (to.isBlockAbove(from) && BlockProperties.isPassableExact(from.getBlockCache(), from.getX(), from.getY() + player.getEyeHeight(), from.getZ(), from.getTypeId(from.getBlockX(), Location.locToBlock(from.getY() + player.getEyeHeight()), from.getBlockZ()))) {
// Allow the move up if the head is free.
// TODO: Better distinguish ray-tracing (through something thin) or check to-head-passable too?
return null;
}
else if (manhattan > 0) {
// Otherwise keep from as set-back.
loc = null;
tags += "cross";
}
else{
// All blocks are the same, allow the move.
return null;
}
// Discard inconsistent locations.
// TODO: Might get rid of using the in-between loc - needs use-case checking.
if (loc != null && (TrigUtil.distance(from, to) > 0.75 || TrigUtil.distance(from, loc) > 0.125)) {
loc = null;
}
// Prefer the set-back location from the data.
if (data.hasSetBack()) {
// TODO: Review or make configurable.
final Location ref = data.getSetBack(to);
if (BlockProperties.isPassable(from.getBlockCache(), ref) || loc == null || TrigUtil.distance(from, loc) > 0.13) {
// if (BlockProperties.isPassableExact(from.getBlockCache(), ref)) {
loc = ref;
if (cc.debug) {
System.out.println(player.getName() + " Using set-back location for passable.");
}
} else if (cc.debug) {
System.out.println(player.getName() + " Ignoring set-back for passable.");
}
}
public Location check(final Player player, Location loc, final PlayerLocation from, final PlayerLocation to, final MovingData data, final MovingConfig cc)
{
// TODO: if (!from.isSameCoords(loc)) {...check passable for loc -> from !?... + sf etc too?}
// TODO: Future: Account for the players bounding box? [test very-strict setting for at least the end points...]
String tags = "";
// Block distances (sum, max) for from-to (not for loc!).
final int manhattan = from.manhattan(to);
// Skip moves inside of ignored blocks right away [works as long as we only check between foot-locations].
if (manhattan <= 1 && BlockProperties.isPassable(from.getTypeId())) {
// TODO: Monitor: BlockProperties.isPassable checks slightly different than before.
if (manhattan == 0){
return null;
} else {
// manhattan == 1
if (BlockProperties.isPassable(to.getTypeId())) {
return null;
}
}
}
boolean toPassable = to.isPassable();
// General condition check for using ray-tracing.
if (toPassable && cc.passableRayTracingCheck && (!cc.passableRayTracingBlockChangeOnly || manhattan > 0)) {
rayTracing.set(from, to);
rayTracing.loop();
if (rayTracing.collides() || rayTracing.getStepsDone() >= rayTracing.getMaxSteps()) {
final int maxBlockDist = manhattan <= 1 ? manhattan : from.maxBlockDist(to);
if (maxBlockDist <= 1 && rayTracing.getStepsDone() == 1 && !from.isPassable()) {
// Redo ray-tracing for moving out of blocks.
if (collidesIgnoreFirst(from, to)) {
toPassable = false;
tags = "raytracing_2x_";
}
else if (cc.debug) {
System.out.println(player.getName() + " passable: allow moving out of a block.");
}
}
else{
if (!allowsSplitMove(from, to, manhattan)) {
toPassable = false;
tags = "raytracing_";
}
}
}
// TODO: Future: If accuracy is demanded, also check the head position (or bounding box right away).
rayTracing.cleanup();
}
// TODO: set data.set-back ? or something: still some aji here.
// Return the reset position.
data.passableVL += 1d;
final ViolationData vd = new ViolationData(this, player, data.passableVL, 1, cc.passableActions);
if (cc.debug || vd.needsParameters()) {
vd.setParameter(ParameterName.BLOCK_ID, "" + to.getTypeId());
if (!tags.isEmpty()) {
vd.setParameter(ParameterName.TAGS, tags);
}
}
if (executeActions(vd)) {
// TODO: Consider another set back position for this, also keeping track of players moving around in blocks.
final Location newTo;
if (loc != null) {
// Ensure the given location is cloned.
newTo = LocUtil.clone(loc);
} else {
newTo = from.getLocation();
if (cc.debug) {
System.out.println(player.getName() + " Using from location for passable.");
}
}
newTo.setYaw(to.getYaw());
newTo.setPitch(to.getPitch());
return newTo;
}
else{
// No cancel action set.
return null;
}
}
/**
* Test collision with ignoring the first block.
* @param from
* @param to
* @return
*/
private boolean collidesIgnoreFirst(PlayerLocation from, PlayerLocation to) {
rayTracing.set(from, to);
rayTracing.setIgnorefirst();
rayTracing.loop();
return rayTracing.collides() || rayTracing.getStepsDone() >= rayTracing.getMaxSteps();
}
// TODO: Checking order: If loc is not the same as from, a quick return here might not be wanted.
if (toPassable) {
// Quick return.
// (Might consider if vl>=1: only decrease if from and loc are passable too, though micro...)
data.passableVL *= 0.99;
return null;
} else {
return potentialViolation(player, loc, from, to, manhattan, tags, data, cc);
}
/**
* Test the move split into y-move and horizontal move, provided some pre-conditions are met.
* @param from
* @param to
* @param manhattan
* @return
*/
private boolean allowsSplitMove(final PlayerLocation from, final PlayerLocation to, int manhattan) {
final double yDiff = to.getY() - from.getY() ;
if (manhattan <= 3 && yDiff > 0.0 && Math.abs(yDiff) < 1.0) {
// Workaround for client-side calculations not being possible (y vs. horizontal move).
// TODO: Alternative: Test if "real" ray-tracing would fix it (might not!).
if (yDiff > 0.0) {
// y first.
rayTracing.set(from.getX(), from.getY(), from.getZ(), from.getX(), to.getY(), from.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
// horizontal second.
rayTracing.set(from.getX(), to.getY(), from.getZ(), to.getX(), to.getY(), to.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
return true;
}
}
} else {
// horizontal first.
rayTracing.set(from.getX(), from.getY(), from.getZ(), to.getX(), from.getY(), to.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
// y second.
rayTracing.set(to.getX(), from.getY(), to.getZ(), to.getX(), to.getY(), to.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
return true;
}
}
}
}
return false;
}
}
private Location potentialViolation(final Player player, Location loc, final PlayerLocation from, final PlayerLocation to, final int manhattan, String tags, final MovingData data, final MovingConfig cc) {
// Moving into a block, possibly a violation.
// Check the players location if different from others.
// (It provides a better set-back for some exploits.)
final int lbX = loc.getBlockX();
final int lbY = loc.getBlockY();
final int lbZ = loc.getBlockZ();
// First check if the player is moving from a passable location.
// If not, the move might still be allowed, if moving inside of the same block, or from and to have head position passable.
if (from.isPassable()) {
// Put one workaround for 1.5 high blocks here:
if (from.isBlockAbove(to) && (BlockProperties.getBlockFlags(to.getTypeId()) & BlockProperties.F_HEIGHT150) != 0) {
// Check if the move went from inside of the block.
if (BlockProperties.collidesBlock(to.getBlockCache(), from.getX(), from.getY(), from.getZ(), from.getX(), from.getY(), from.getZ(), to.getBlockX(), to.getBlockY(), to.getBlockZ(), to.getTypeId())) {
// Allow moving inside of 1.5 high blocks.
return null;
}
}
// From should be the set-back.
loc = null;
tags += "into";
} else if (BlockProperties.isPassable(from.getBlockCache(), loc.getX(), loc.getY(), loc.getZ(), from.getTypeId(lbX, lbY, lbZ))) {
// Keep loc, because it it is passable.
tags += "into_shift";
}
// } else if (BlockProperties.isPassableExact(from.getBlockCache(), loc.getX(), loc.getY(), loc.getZ(), from.getTypeId(lbX, lbY, lbZ))) {
// (Mind that this can be the case on the same block theoretically.)
// Keep loc as set-back.
// }
else if (!from.isSameBlock(lbX, lbY, lbZ)) {
// Both loc and from are not passable. Use from as set.back (earliest).
tags += "cross_shift";
loc = null;
}
else if (manhattan == 1 && to.isBlockAbove(from) && BlockProperties.isPassable(from.getBlockCache(), from.getX(), from.getY() + player.getEyeHeight(), from.getZ(), from.getTypeId(from.getBlockX(), Location.locToBlock(from.getY() + player.getEyeHeight()), from.getBlockZ()))) {
// else if (to.isBlockAbove(from) && BlockProperties.isPassableExact(from.getBlockCache(), from.getX(), from.getY() + player.getEyeHeight(), from.getZ(), from.getTypeId(from.getBlockX(), Location.locToBlock(from.getY() + player.getEyeHeight()), from.getBlockZ()))) {
// Allow the move up if the head is free.
// TODO: Better distinguish ray-tracing (through something thin) or check to-head-passable too?
return null;
}
else if (manhattan > 0) {
// Otherwise keep from as set-back.
loc = null;
tags += "cross";
}
else{
// All blocks are the same, allow the move.
return null;
}
// Discard inconsistent locations.
// TODO: Might get rid of using the in-between loc - needs use-case checking.
if (loc != null && (TrigUtil.distance(from, to) > 0.75 || TrigUtil.distance(from, loc) > 0.125)) {
loc = null;
}
// Prefer the set-back location from the data.
if (data.hasSetBack()) {
// TODO: Review or make configurable.
final Location ref = data.getSetBack(to);
if (BlockProperties.isPassable(from.getBlockCache(), ref) || loc == null || TrigUtil.distance(from, loc) > 0.13) {
// if (BlockProperties.isPassableExact(from.getBlockCache(), ref)) {
loc = ref;
if (cc.debug) {
System.out.println(player.getName() + " Using set-back location for passable.");
}
} else if (cc.debug) {
System.out.println(player.getName() + " Ignoring set-back for passable.");
}
}
// TODO: set data.set-back ? or something: still some aji here.
// Return the reset position.
data.passableVL += 1d;
final ViolationData vd = new ViolationData(this, player, data.passableVL, 1, cc.passableActions);
if (cc.debug || vd.needsParameters()) {
vd.setParameter(ParameterName.BLOCK_ID, "" + to.getTypeId());
if (!tags.isEmpty()) {
vd.setParameter(ParameterName.TAGS, tags);
}
}
if (executeActions(vd)) {
// TODO: Consider another set back position for this, also keeping track of players moving around in blocks.
final Location newTo;
if (loc != null) {
// Ensure the given location is cloned.
newTo = LocUtil.clone(loc);
} else {
newTo = from.getLocation();
if (cc.debug) {
System.out.println(player.getName() + " Using from location for passable.");
}
}
newTo.setYaw(to.getYaw());
newTo.setPitch(to.getPitch());
return newTo;
}
else{
// No cancel action set.
return null;
}
}
/**
* Test collision with ignoring the first block.
* @param from
* @param to
* @return
*/
private boolean collidesIgnoreFirst(PlayerLocation from, PlayerLocation to) {
rayTracing.set(from, to);
rayTracing.setIgnorefirst();
rayTracing.loop();
return rayTracing.collides() || rayTracing.getStepsDone() >= rayTracing.getMaxSteps();
}
/**
* Test the move split into y-move and horizontal move, provided some pre-conditions are met.
* @param from
* @param to
* @param manhattan
* @return
*/
private boolean allowsSplitMove(final PlayerLocation from, final PlayerLocation to, int manhattan) {
final double yDiff = to.getY() - from.getY() ;
if (manhattan <= 3 && yDiff > 0.0 && Math.abs(yDiff) < 1.0) {
// Workaround for client-side calculations not being possible (y vs. horizontal move).
// TODO: Alternative: Test if "real" ray-tracing would fix it (might not!).
if (yDiff > 0.0) {
// y first.
rayTracing.set(from.getX(), from.getY(), from.getZ(), from.getX(), to.getY(), from.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
// horizontal second.
rayTracing.set(from.getX(), to.getY(), from.getZ(), to.getX(), to.getY(), to.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
return true;
}
}
} else {
// horizontal first.
rayTracing.set(from.getX(), from.getY(), from.getZ(), to.getX(), from.getY(), to.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
// y second.
rayTracing.set(to.getX(), from.getY(), to.getZ(), to.getX(), to.getY(), to.getZ());
rayTracing.loop();
if (!rayTracing.collides()) {
return true;
}
}
}
}
return false;
}
}