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Hint at new god mode check [not yet in].
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@ -218,7 +218,8 @@ public class FightListener extends CheckListener {
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final boolean damagedIsDead = damaged.isDead();
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if (damagedIsPlayer && !damagedIsDead) {
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final Player player = (Player) event.getEntity();
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if (godMode.isEnabled(player) && godMode.check(player)){ // , event.getDamage())){
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if (godMode.isEnabled(player) && godMode.check(player)){
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// if (godMode.isEnabled(player) && godMode.check(player, event.getDamage())){
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// It requested to "cancel" the players invulnerability, so set his noDamageTicks to 0.
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player.setNoDamageTicks(0);
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}
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@ -6,6 +6,7 @@ import org.bukkit.entity.Player;
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import fr.neatmonster.nocheatplus.NoCheatPlus;
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import fr.neatmonster.nocheatplus.checks.Check;
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import fr.neatmonster.nocheatplus.checks.CheckType;
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import fr.neatmonster.nocheatplus.utilities.TickTask;
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/*
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* MM'"""""`MM dP M"""""`'"""`YM dP
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@ -84,6 +85,132 @@ public class GodMode extends Check {
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return cancel;
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}
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/**
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* New style god mode check. Much more sensitive.
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* @param player
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* @param damage
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* @return
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*/
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public boolean check(final Player player, final int damage){
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final FightData data = FightData.getData(player);
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final int tick = TickTask.getTick();
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final int noDamageTicks = Math.max(0, player.getNoDamageTicks());
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final int invulnerabilityTicks = mcAccess.getInvulnerableTicks(player);
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// TODO: cleanup this leugique beume...
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boolean legit = false; // Return, reduce vl.
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boolean set = false; // Set tick/ndt and return
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boolean resetAcc = false; // Reset acc counter.
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boolean resetAll = false; // Reset all and return
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// Check difference to expectation:
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final int dTick = tick - data.lastDamageTick;
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final int dNDT = data.lastNoDamageTicks - noDamageTicks;
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final int delta = dTick - dNDT;
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final int health = player.getHealth();
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if (data.godModeHealth > health ){
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data.godModeHealthDecreaseTick = tick;
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legit = set = resetAcc = true;
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}
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// Invulnerable or inconsistent.
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// TODO: might check as well if NCP has taken over invulnerable ticks of this player.
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if (invulnerabilityTicks > 0 && noDamageTicks != invulnerabilityTicks || tick < data.lastDamageTick){
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// (Second criteria is for MCAccessBukkit.)
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legit = set = resetAcc = true;
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}
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// Reset accumulator.
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if (20 + data.godModeAcc < dTick || dTick > 40){
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legit = resetAcc = true;
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set = true; // TODO
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}
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// Check if reduced more than expected or new/count down fully.
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// TODO: Mostly workarounds.
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if (delta <= 0 || data.lastNoDamageTicks == 0 || dTick > data.lastNoDamageTicks || damage > player.getLastDamage()){
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// Not resetting acc.
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legit = set = true;
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}
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if (noDamageTicks == 10 || dTick == 1 && noDamageTicks < 19){
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set = true;
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Bukkit.getServer().broadcastMessage("God " + player.getName() + " GRACE");
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}
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if (delta == 1){
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// Ignore these, but keep reference value from before.
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legit = true;
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}
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Bukkit.getServer().broadcastMessage("God " + player.getName() + " delta=" + delta + " dt=" + dTick + " dndt=" + dNDT + " acc=" + data.godModeAcc + " d=" + damage + " ndt=" + noDamageTicks + " h=" + health + " slag=" + TickTask.getLag(dTick));
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// TODO: might check last damage taken as well (really taken with health change)
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// Resetting
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data.godModeHealth = health;
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if (resetAcc || resetAll){
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data.godModeAcc = 0;
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}
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if (legit){
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data.godModeVL *= 0.97;
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}
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if (resetAll){
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// Reset all.
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data.lastNoDamageTicks = 0;
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data.lastDamageTick = 0;
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return false;
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}
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else if (set){
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// Only set the tick values.
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data.lastNoDamageTicks = noDamageTicks;
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data.lastDamageTick = tick;
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return false;
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}
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else if (legit){
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// Just return;
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return false;
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}
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if (tick < data.godModeHealthDecreaseTick){
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data.godModeHealthDecreaseTick = 0;
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}
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else{
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final int dht = tick - data.godModeHealthDecreaseTick;
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if (dht <= 20) return false;
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}
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// TODO: Check for lagging players with keepalive timestamp.
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// Violation probably.
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data.godModeAcc += delta;
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boolean cancel = false;
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// TODO: bounds
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if (data.godModeAcc > 2){
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data.godModeVL += delta;
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if (executeActions(player, data.godModeVL, delta, FightConfig.getConfig(player).godModeActions)){
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cancel = true;
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}
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else cancel = false;
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}
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else{
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cancel = false;
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}
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// Set tick values.
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data.lastNoDamageTicks = noDamageTicks;
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data.lastDamageTick = tick;
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return cancel;
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}
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/**
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* If a player apparently died, make sure he really dies after some time if he didn't already, by setting up a
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