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[BLEEDING] Simplify and (hopefully) repair the criticals check.
* Remove on-ground check. * Always increase VL by 1, because clients could control it anyway. * Skip if the player is in a vehicle. * Remove adapting to lag.
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@ -17,7 +17,6 @@ import fr.neatmonster.nocheatplus.checks.moving.MovingListener;
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import fr.neatmonster.nocheatplus.permissions.Permissions;
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import fr.neatmonster.nocheatplus.utilities.BlockProperties;
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import fr.neatmonster.nocheatplus.utilities.StringUtil;
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import fr.neatmonster.nocheatplus.utilities.TickTask;
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/**
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* A check used to verify that critical hits done by players are legit.
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@ -41,51 +40,35 @@ public class Critical extends Check {
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public boolean check(final Player player, final Location loc, final FightData data, final FightConfig cc) {
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boolean cancel = false;
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final float mcFallDistance = player.getFallDistance();
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final double mcFallDistance = (double) player.getFallDistance();
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final MovingConfig mCc = MovingConfig.getConfig(player);
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if (mcFallDistance > 0.0 && cc.debug && player.hasPermission(Permissions.ADMINISTRATION_DEBUG)){
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// TODO: All debugging to the trace (later allow hooking your own trace).
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if (mcFallDistance > 0.0 && cc.debug && player.hasPermission(Permissions.ADMINISTRATION_DEBUG)) {
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final MovingData mData = MovingData.getData(player);
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if (MovingListener.shouldCheckSurvivalFly(player, mData, mCc) && CheckType.MOVING_NOFALL.isEnabled(player)){
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if (MovingListener.shouldCheckSurvivalFly(player, mData, mCc) && CheckType.MOVING_NOFALL.isEnabled(player)) {
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// TODO: Set max y in MovingListener, to be independent of sf/nofall!
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player.sendMessage("Critical: fd=" + mcFallDistance + "(" + mData.noFallFallDistance +") y=" + loc.getY() + ((mData.hasSetBack() && mData.getSetBackY() < mData.noFallMaxY) ? (" jumped=" + StringUtil.fdec3.format(mData.noFallMaxY - mData.getSetBackY())): ""));
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}
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}
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// Check if the hit was a critical hit (positive fall distance, entity in the air, not on ladder, not in liquid
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// and without blindness effect).
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// TODO: Skip the on-ground check somehow?
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// TODO: Implement low jump penalty.
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if (mcFallDistance > 0f && !player.hasPotionEffect(PotionEffectType.BLINDNESS)){
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// Check if the hit was a critical hit (very small fall-distance, not on ladder,
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// not in liquid, not in vehicle, and without blindness effect).
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if (mcFallDistance > 0.0 && !player.isInsideVehicle() && !player.hasPotionEffect(PotionEffectType.BLINDNESS)) {
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// Might be a violation.
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final MovingData dataM = MovingData.getData(player);
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if (dataM.sfLowJump || player.getFallDistance() < cc.criticalFallDistance && !BlockProperties.isOnGroundOrResetCond(player, loc, mCc.yOnGround)){
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// TODO: Skip near the highest jump height (needs check if head collided with something solid, which also detects low jump).
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if (dataM.sfLowJump || mcFallDistance < cc.criticalFallDistance && !BlockProperties.isResetCond(player, loc, mCc.yOnGround)) {
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final MovingConfig ccM = MovingConfig.getConfig(player);
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if (MovingListener.shouldCheckSurvivalFly(player, dataM, ccM)){
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final double deltaFallDistance = (cc.criticalFallDistance - player.getFallDistance()) / cc.criticalFallDistance;
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// TODO: Cleanup: velocity is more like the gravity constant.
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final double deltaVelocity = (cc.criticalVelocity - Math.abs(player.getVelocity().getY())) / cc.criticalVelocity;
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double delta = deltaFallDistance > 0D ? deltaFallDistance : 0D + deltaVelocity > 0D ? deltaVelocity : 0D;
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if (MovingListener.shouldCheckSurvivalFly(player, dataM, ccM)) {
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data.criticalVL += 1.0;
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// Execute whatever actions are associated with this check and
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// the violation level and find out if we should cancel the event.
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final ViolationData vd = new ViolationData(this, player, data.criticalVL, 1.0, cc.criticalActions);
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if (vd.needsParameters()) {
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final List<String> tags = new ArrayList<String>();
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// Player failed the check, but this is influenced by lag so don't do it if there was lag.
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if (TickTask.getLag(1000, true) < 1.5){
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// TODO: 1.5 is a fantasy value.
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// Increment the violation level.
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data.criticalVL += delta;
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}
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else{
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tags.add("lag");
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delta = 0;
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}
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// Execute whatever actions are associated with this check and the violation level and find out if we
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// should cancel the event.
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final ViolationData vd = new ViolationData(this, player, data.criticalVL, delta, cc.criticalActions);
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if (vd.needsParameters()){
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if (dataM.sfLowJump){
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if (dataM.sfLowJump) {
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tags.add("sf_lowjump");
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}
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vd.setParameter(ParameterName.TAGS, StringUtil.join(tags, "+"));
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@ -61,7 +61,6 @@ public class FightConfig extends ACheckConfig {
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public final boolean criticalCheck;
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public final double criticalFallDistance;
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public final double criticalVelocity;
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public final ActionList criticalActions;
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public final boolean directionCheck;
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@ -129,7 +128,6 @@ public class FightConfig extends ACheckConfig {
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criticalCheck = data.getBoolean(ConfPaths.FIGHT_CRITICAL_CHECK);
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criticalFallDistance = data.getDouble(ConfPaths.FIGHT_CRITICAL_FALLDISTANCE);
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criticalVelocity = data.getDouble(ConfPaths.FIGHT_CRITICAL_VELOCITY);
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criticalActions = data.getOptimizedActionList(ConfPaths.FIGHT_CRITICAL_ACTIONS, Permissions.FIGHT_CRITICAL);
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directionCheck = data.getBoolean(ConfPaths.FIGHT_DIRECTION_CHECK);
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@ -387,7 +387,6 @@ public abstract class ConfPaths {
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private static final String FIGHT_CRITICAL = FIGHT + "critical.";
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public static final String FIGHT_CRITICAL_CHECK = FIGHT_CRITICAL + "active";
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public static final String FIGHT_CRITICAL_FALLDISTANCE = FIGHT_CRITICAL + "falldistance";
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public static final String FIGHT_CRITICAL_VELOCITY = FIGHT_CRITICAL + "velocity";
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public static final String FIGHT_CRITICAL_ACTIONS = FIGHT_CRITICAL + "actions";
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private static final String FIGHT_DIRECTION = FIGHT + "direction.";
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@ -642,6 +641,8 @@ public abstract class ConfPaths {
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public static final String BLOCKBREAK_FASTBREAK_MOD_CREATIVE = "checks.blockbreak.fastbreak.intervalcreative";
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@Deprecated
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public static final String MOVING_PASSABLE_RAYTRACING_VCLIPONLY = "checks.moving.passable.raytracing.vcliponly";
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@Deprecated
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public static final String FIGHT_CRITICAL_VELOCITY = "checks.fight.critical.velocity";
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}
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@ -271,7 +271,6 @@ public class DefaultConfig extends ConfigFile {
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set(ConfPaths.FIGHT_CRITICAL_CHECK, true);
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set(ConfPaths.FIGHT_CRITICAL_FALLDISTANCE, 0.06251D);
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set(ConfPaths.FIGHT_CRITICAL_VELOCITY, 0.1D);
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set(ConfPaths.FIGHT_CRITICAL_ACTIONS, "cancel vl>50 log:critical:0:5:cif cancel");
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set(ConfPaths.FIGHT_DIRECTION_CHECK, true);
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@ -1326,6 +1326,23 @@ public class BlockProperties {
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return res;
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}
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/**
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* Simple checking method, heavy. No isIllegal check.
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* @param player
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* @param location
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* @param yOnGround
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* @return
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*/
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public static boolean isResetCond(final Player player, final Location location, final double yOnGround) {
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blockCache.setAccess(location.getWorld());
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pLoc.setBlockCache(blockCache);
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pLoc.set(location, player, yOnGround);
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final boolean res = pLoc.isResetCond();
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blockCache.cleanup();
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pLoc.cleanup();
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return res;
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}
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/**
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* Straw-man-method to hide warnings. Rather intended for display in debug/alert messages.
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* @param blockType
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