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Ensure jump boost calculations don't result in negative numbers.
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@ -178,4 +178,16 @@ public class MovingUtil {
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}
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}
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/**
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* Estimated lift-off distance for jumping, considering the stored jump
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* effect.
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*
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* @param player
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* @param data
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* @return
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*/
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public static double estimateJumpLiftOff(final Player player, final MovingData data, final double add) {
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return Math.max(0.0, 0.42 + add + 0.2 * data.jumpAmplifier);
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}
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}
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@ -332,7 +332,7 @@ public class SurvivalFly extends Check {
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}
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else if (!sfDirty && from.isOnClimbable()) {
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// Ladder types.
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vDistanceAboveLimit = vDistClimbable(from, fromOnGround, toOnGround, yDistance, data);
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vDistanceAboveLimit = vDistClimbable(player, from, fromOnGround, toOnGround, yDistance, data);
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}
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else if (!sfDirty && from.isInLiquid() && (Math.abs(yDistance) > 0.2 || to.isInLiquid())) {
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// Swimming...
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@ -374,16 +374,6 @@ public class SurvivalFly extends Check {
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}
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}
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// // Check maximal absolute distance (jumping).
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// if (!data.sfDirty && yDistance > 0.57 + data.jumpAmplifier * 0.2 && !toOnGround && from.isPassable()) {
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// // TODO: Side conditions... from.isPassable is checked because of pistons.
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// // TODO: Pistons don't work.
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// vDistanceAboveLimit = Math.max(vDistanceAboveLimit, yDistance - 0.53 + data.jumpAmplifier * 0.2);
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// tags.add("fastascend");
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// }
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// TODO: Velocity handling here [concept: set vdistAbove.. almost always]?
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// TODO: This might need max(0, for ydiff)
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, to.getY() - data.getSetBackY() - vAllowedDistance);
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if (vDistanceAboveLimit > 0) {
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@ -401,10 +391,10 @@ public class SurvivalFly extends Check {
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// Simple-step blocker.
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// TODO: Complex step blocker: distance to set-back + low jump + accounting info
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if ((resetFrom || data.noFallAssumeGround) && resetTo && vDistanceAboveLimit <= 0D &&
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yDistance > 0.52 + data.jumpAmplifier * 0.2 && !player.hasPermission(Permissions.MOVING_SURVIVALFLY_STEP)) {
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yDistance > MovingUtil.estimateJumpLiftOff(player, data, 0.1) && !player.hasPermission(Permissions.MOVING_SURVIVALFLY_STEP)) {
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// Exclude a lost-ground case.
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if (!data.noFallAssumeGround || data.sfLastYDist == Double.MAX_VALUE || data.sfLastYDist > 0.0 || yDistance + Math.abs(data.sfLastYDist) > 2.0 * (0.52 + 0.2 * data.jumpAmplifier)) {
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.abs(from.isOnClimbable() ? yDistance : yDistance - 0.52 + data.jumpAmplifier * 0.2)); // Could adjust if on ladders etc.
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if (!data.noFallAssumeGround || data.sfLastYDist == Double.MAX_VALUE || data.sfLastYDist > 0.0 || yDistance + Math.abs(data.sfLastYDist) > 2.0 * (MovingUtil.estimateJumpLiftOff(player, data, 0.1))) {
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.abs(from.isOnClimbable() ? yDistance : yDistance - MovingUtil.estimateJumpLiftOff(player, data, 0.1) )); // Could adjust if on ladders etc.
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tags.add("step");
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}
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}
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@ -722,11 +712,11 @@ public class SurvivalFly extends Check {
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*/
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private boolean lostGround(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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// TODO: Confine by max y distance and max/min xz-distance?
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if (yDistance >= -0.5 && yDistance <= 0.594 + data.jumpAmplifier * 0.2) {
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if (yDistance >= -0.5 && yDistance <= MovingUtil.estimateJumpLiftOff(player, data, 0.174)) {
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// "Mild" Ascending / descending.
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// Stairs.
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// TODO: More safety guards.
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if (yDistance <= 0.52 + data.jumpAmplifier * 0.2 && from.isAboveStairs()) {
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if (yDistance <= MovingUtil.estimateJumpLiftOff(player, data, 0.1) && from.isAboveStairs()) {
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applyLostGround(player, from, true, data, "stairs");
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return true;
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}
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@ -1170,7 +1160,7 @@ public class SurvivalFly extends Check {
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* @param data
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* @return vDistanceAboveLimit
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*/
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private double vDistClimbable(final PlayerLocation from, final boolean fromOnGround, final boolean toOnGround, final double yDistance, final MovingData data) {
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private double vDistClimbable(final Player player, final PlayerLocation from, final boolean fromOnGround, final boolean toOnGround, final double yDistance, final MovingData data) {
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double vDistanceAboveLimit = 0.0;
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data.sfNoLowJump = true;
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// TODO: bring in in-medium accounting.
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@ -1184,7 +1174,7 @@ public class SurvivalFly extends Check {
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// TODO: yDistance < 0.0 ?
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if (Math.abs(yDistance) > climbSpeed) {
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if (from.isOnGround(jumpHeight, 0D, 0D, BlockProperties.F_CLIMBABLE)) {
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if (yDistance > 0.52 + 0.2 * data.jumpAmplifier) {
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if (yDistance > MovingUtil.estimateJumpLiftOff(player, data, 0.1)) {
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tags.add("climbstep");
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.abs(yDistance) - climbSpeed);
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}
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@ -1276,7 +1266,7 @@ public class SurvivalFly extends Check {
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final double setBackYDistance = to.getY() - data.getSetBackY();
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// Half block step up.
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if (yDistance <= (sprinting ? 0.594 : 0.5) && hDistance < 0.5 && setBackYDistance <= 1.3 + 0.2 * data.jumpAmplifier && to.isOnGround()) {
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if (yDistance <= (sprinting ? 0.594 : 0.5) && hDistance < 0.5 && setBackYDistance <= Math.max(0.0, 1.3 + 0.2 * data.jumpAmplifier) && to.isOnGround()) {
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if (data.sfLastYDist < 0.0 || yDistance <= 0.5 && from.isOnGround(0.5 - Math.abs(yDistance))) {
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return applyLostGround(player, from, true, data, "step");
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}
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@ -1290,7 +1280,7 @@ public class SurvivalFly extends Check {
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// && data.sfJumpPhase > 3 <- Seems to be a problem with cake on a block + jump over both mini edges (...).
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if (data.fromX != Double.MAX_VALUE && yDistance > 0 && data.sfLastYDist < 0.0 && !to.isOnGround()) {
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// TODO: Check if last-y-dist or sprinting should be considered.
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if (setBackYDistance > 0.0 && setBackYDistance <= 1.5D + 0.2 * data.jumpAmplifier || setBackYDistance < 0.0 && Math.abs(setBackYDistance) < 3.0) {
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if (setBackYDistance > 0.0 && setBackYDistance <= Math.max(0.0, 1.5D + 0.2 * data.jumpAmplifier) || setBackYDistance < 0.0 && Math.abs(setBackYDistance) < 3.0) {
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// Interpolate from last to-coordinates to the from
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// coordinates (with some safe-guard).
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final double dX = from.getX() - data.fromX;
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@ -1351,7 +1341,7 @@ public class SurvivalFly extends Check {
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}
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// Check for jumping up strange blocks like flower pots on top of other blocks.
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if (yDistance == 0.0 && data.sfLastYDist > 0.0 && data.sfLastYDist < 0.25 && data.sfJumpPhase <= 6 + data.jumpAmplifier * 3.0 && setBackYDistance > 1.0 && setBackYDistance < 1.5 + 0.2 * data.jumpAmplifier && !to.isOnGround()) {
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if (yDistance == 0.0 && data.sfLastYDist > 0.0 && data.sfLastYDist < 0.25 && data.sfJumpPhase <= Math.max(0, 6 + data.jumpAmplifier * 3.0) && setBackYDistance > 1.0 && setBackYDistance < Math.max(0.0, 1.5 + 0.2 * data.jumpAmplifier) && !to.isOnGround()) {
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// TODO: confine by block types ?
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if (from.isOnGround(0.25, 0.4, 0, 0L) ) {
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// Temporary "fix".
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