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Revised passable, corrected + simplified.
Hopefully :) [missing: survivalfly does not estimate a player to be on ground if fully stuck]
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@ -4,7 +4,6 @@ import java.util.Map;
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import org.bukkit.Location;
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import org.bukkit.Location;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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import org.bukkit.util.Vector;
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import fr.neatmonster.nocheatplus.actions.ParameterName;
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import fr.neatmonster.nocheatplus.actions.ParameterName;
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import fr.neatmonster.nocheatplus.checks.Check;
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import fr.neatmonster.nocheatplus.checks.Check;
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@ -21,73 +20,69 @@ public class Passable extends Check {
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public Location check(final Player player, final PlayerLocation from, final PlayerLocation to, final MovingData data, final MovingConfig cc)
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public Location check(final Player player, final PlayerLocation from, final PlayerLocation to, final MovingData data, final MovingConfig cc)
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{
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{
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// Simple check.
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// Simple check (only from, to, player.getLocation).
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if (!to.isPassable()) {
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Location loc = null; // players location if should be used.
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// Allow moving into the same block.
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if (from.isSameBlock(to)) {
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if (!from.isPassable()) {
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final double eyeY = to.getY() + player.getEyeHeight();
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final int eyeBlockY = Location.locToBlock(eyeY);
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if (eyeBlockY != to.getBlockY()) {
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if (BlockProperties.isPassable(to.getBlockAccess(), to.getX(), eyeY, to.getZ(), to.getTypeId(to.getBlockX(), eyeBlockY, to.getBlockZ()))) {
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// Allow moving inside the same block if head is
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// free.
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return null;
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}
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}
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// Only allow moving further out of the block (still allows
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// going round in circles :p)
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// TODO: account for actual bounding box.
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// TODO: account for actual bounding box.
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final Vector blockMiddle = new Vector(0.5 + from.getBlockX(), 0.5 + from.getBlockY(), 0.5 + from.getBlockZ());
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// TODO: Allow moving out of one block towards non-solid
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if (to.isPassable()){
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// blocks (closest only ?).
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// Quick return.
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// TODO: Allow moving out of half steps ?
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// (Might consider if vl>=1: only decrease if from and loc are passable too, though micro...)
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// TODO: Allow moving towards non solid blocks.
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data.passableVL *= 0.99;
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if (blockMiddle.distanceSquared(from.getVector()) < blockMiddle.distanceSquared(to.getVector())) {
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// Further check for the players location as possible
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// set back.
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loc = player.getLocation();
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if (to.isSamePos(loc)) {
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loc = null;
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} else if (!BlockProperties.isPassable(from.getBlockAccess(), loc.getX(), loc.getY(), loc.getZ(), from.getTypeId(loc.getBlockX(), loc.getBlockY(), loc.getBlockZ()))) {
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// Allow the move
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return null;
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return null;
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}
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}
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// else is passable: use the location instead of from.
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// Moving into a block, possibly a violation.
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// Check the players location if different from others.
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// (It provides a better set-back for some exploits.)
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Location loc = player.getLocation();
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final int lbX = loc.getBlockX();
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final int lbY = loc.getBlockY();
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final int lbZ = loc.getBlockZ();
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// First check if the player is moving from a passable location.
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// If not, the move might still be allowed, if moving inside of the same block, or from and to have head position passable.
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if (from.isPassable()){
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// From should be the set-back.
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loc = null;
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} else if (BlockProperties.isPassable(from.getBlockAccess(), loc.getX(), loc.getY(), loc.getZ(), from.getTypeId(lbX, lbY, lbZ))){
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// (Mind that this can be the case on the same block theoretically.)
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// Keep loc as set-back.
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}
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}
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else if (!from.isSameBlock(lbX, lbY, lbZ)){
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// Otherwise keep loc as set-back.
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}
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}
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else if (!from.isSameBlock(to)){
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// Otherwise keep from as set-back.
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loc = null;
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}
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else{
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// All blocks are the same, allow the move.
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return null;
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}
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}
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// Prefer the set-back location from the data.
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// Prefer the set-back location from the data.
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if (data.setBack != null && BlockProperties.isPassable(from.getBlockAccess(), data.setBack)) loc = data.setBack;
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if (data.setBack != null && BlockProperties.isPassable(from.getBlockAccess(), data.setBack)) loc = data.setBack;
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// TODO: set data.set-back ? or something: still some aji here.
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// Return the reset position.
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// Return the reset position.
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data.passableVL += 1d;
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data.passableVL += 1d;
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final ViolationData vd = new ViolationData(this, player, data.passableVL, 1, cc.passableActions);
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final ViolationData vd = new ViolationData(this, player, data.passableVL, 1, cc.passableActions);
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if (vd.needsParameters()) vd.setParameter(ParameterName.BLOCK_ID, "" + to.getTypeId());
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if (cc.debug || vd.needsParameters()) vd.setParameter(ParameterName.BLOCK_ID, "" + to.getTypeId());
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if (executeActions(vd)) {
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if (executeActions(vd)) {
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// TODO: Consider another set back position for this, also
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// TODO: Consider another set back position for this, also keeping track of players moving around in blocks.
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// keeping track of players moving around in blocks.
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final Location newTo;
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final Location newTo;
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if (loc == null && !from.isPassable()) {
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// Check if passable.
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loc = player.getLocation();
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if (to.isSamePos(loc) || !BlockProperties.isPassable(from.getBlockAccess(), loc.getX(), loc.getY(), loc.getZ(), from.getTypeId(from.getBlockX(), from.getBlockY(), from.getBlockZ()))) {
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loc = null;
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}
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}
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if (loc != null) newTo = loc;
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if (loc != null) newTo = loc;
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else newTo = from.getLocation();
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else newTo = from.getLocation();
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newTo.setYaw(to.getYaw());
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newTo.setYaw(to.getYaw());
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newTo.setPitch(to.getPitch());
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newTo.setPitch(to.getPitch());
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return newTo;
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return newTo;
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}
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}
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} else {
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else{
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data.passableVL *= 0.99;
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// No cancel action set.
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}
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return null;
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return null;
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}
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}
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}
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@Override
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@Override
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protected Map<ParameterName, String> getParameterMap(final ViolationData violationData)
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protected Map<ParameterName, String> getParameterMap(final ViolationData violationData)
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