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Adapt lost-ground check to recent fix in PlayerLocation.isOnGround.
This should reduce false positives with running down "stairs" made of full blocks by a lot.
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@ -103,7 +103,7 @@ public class SurvivalFly extends Check {
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// "Lost ground" workaround.
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if (fromOnGround || from.isResetCond()) resetFrom = true;
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else if (lostGround(player, from, to, yDistance, data, cc)){
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else if (lostGround(player, from, to, yDistance, sprinting, data, cc)){
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resetFrom = true;
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// TODO: Consider && !resetTo ?
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// Note: if not setting resetFrom, other places have to check assumeGround...
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@ -475,7 +475,7 @@ public class SurvivalFly extends Check {
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* @param cc
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* @return
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*/
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private boolean lostGround(final Player player, final PlayerLocation from, final PlayerLocation to, final double yDistance, final MovingData data, final MovingConfig cc) {
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private boolean lostGround(final Player player, final PlayerLocation from, final PlayerLocation to, final double yDistance, final boolean sprinting, final MovingData data, final MovingConfig cc) {
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// Don't set "useWorkaround = x()", to avoid potential trouble with
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// reordering to come, and similar.
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boolean useWorkaround = false;
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@ -488,27 +488,46 @@ public class SurvivalFly extends Check {
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}
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// Check for "lost touch", for when moving events are missing somehow.
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// Half block step up.
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if (yDistance > 0 && yDistance <= 0.5 && to.isOnGround() && from.isOnGround(0.5 - Math.abs(yDistance))){
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if (!useWorkaround && yDistance > 0 && yDistance <= 0.5 && to.isOnGround() && from.isOnGround(0.5 - Math.abs(yDistance))){
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useWorkaround = true;
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setBackSafe = true;
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}
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final double setBackYDistance = to.getY() - data.getSetBackY();
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// TODO: Check for sprinting down blocks etc.
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if (!useWorkaround && yDistance <= 0.0 && Math.abs(yDistance) <= 0.5 && data.sfLastYDist <= yDistance && data.sfJumpPhase <= 7 && setBackYDistance < 0){
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// TODO: <= 7 might work with speed II, not sure with above.
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// TODO: account for speed/sprint
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// TODO: account for half steps !?
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if (from.isOnGround(0.6, 0.4, 0, 0L) ){
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// Temporary "fix".
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useWorkaround = true;
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setBackSafe = true;
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}
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}
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// Interpolation check.
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// TODO: Check if the set-back distance still has relevance.
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// TODO: Interpolation might also be necessary between from and to !
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// TODO: Check use of jumpamplifier.
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if (!useWorkaround && data.fromX != Double.MAX_VALUE && yDistance > 0 && yDistance <= 0.5 + 0.2 * data.jumpAmplifier && data.sfLastYDist < 0) {
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final double setBackYDistance = to.getY() - data.getSetBackY();
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// TODO: Check if last-y-dist or sprinting should be considered.
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if (setBackYDistance > 0D && setBackYDistance <= 1.5D + 0.2 * data.jumpAmplifier || setBackYDistance < 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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final double dY = from.getY() - data.fromY;
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final double dZ = from.getZ() - data.fromZ;
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if (dX * dX + dY * dY + dZ * dZ < 0.5) { // TODO: adjust
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// limit maybe.
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if (dX * dX + dY * dY + dZ * dZ < 0.5) {
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// TODO: adjust limit according to ... speed etc ?
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// Check full bounding box since last from.
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final double minY = Math.min(data.toY, Math.min(data.fromY, from.getY()));
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final double iY = minY; // TODO ...
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final double r = from.getWidth() / 2.0; // TODO: check + 0.35;
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if (BlockProperties.isOnGround(from.getBlockCache(), Math.min(data.fromX, from.getX()) - r, iY - cc.yOnGround, Math.min(data.fromZ, from.getZ()) - r, Math.max(data.fromX, from.getX()) + r, iY + 0.25, Math.max(data.fromZ, from.getZ()) + r, 0L)) {
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double yMargin = cc.yOnGround;
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// TODO: Might set margin higher depending on distance to 0 of block and last y distance etc.
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// TODO: check with iY + 0.25 removed.
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if (BlockProperties.isOnGround(from.getBlockCache(), Math.min(data.fromX, from.getX()) - r, iY - yMargin, Math.min(data.fromZ, from.getZ()) - r, Math.max(data.fromX, from.getX()) + r, iY + 0.25, Math.max(data.fromZ, from.getZ()) + r, 0L)) {
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useWorkaround = true;
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setBackSafe = true;
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}
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@ -796,13 +815,17 @@ public class SurvivalFly extends Check {
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final double diff = sc1 - sc2;
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final double aDiff = Math.abs(diff);
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// TODO: Relate this to the fall distance !
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if (diff > 0 || value > -1.1 && aDiff <= 0.09) { // TODO: sharpen later (force speed gain while falling).
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// TODO: The last part is a temporary workaround for sprinting down block-stairs (around sc1*sc2).
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if (value < -1.1 && (aDiff < Math.abs(value) || sc2 < - 10)
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|| value < 0 && aDiff < 0.27 && sc1 * sc2 > 0.0 && Math.abs(sc1) > 0.27 && (BlockProperties.isGround(from.getTypeIdBelow()) || BlockProperties.isGround(to.getTypeIdBelow()) || from.isOnGround(0.6, 0.4, 0))){
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if (diff > 0 || value > -1.1 && aDiff <= 0.07) { // TODO: sharpen later (force speed gain while falling).
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if (value < -1.1 && (aDiff < Math.abs(value) || sc2 < - 10)){
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tags.add(tag + "grace");
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return 0;
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}
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// else if (value < 0 && aDiff < 0.27 && sc1 * sc2 > 0.0 && Math.abs(sc1) > 0.27 && (BlockProperties.isGround(from.getTypeIdBelow()) || BlockProperties.isGround(to.getTypeIdBelow()) || from.isOnGround(0.6, 0.4, 0))){
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// // TODO: This part is a temporary workaround for sprinting down block-stairs (around sc1*sc2).
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// // TODO: This works partly only.
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// tags.add(tag + "tempgrace");
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// return 0;
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// }
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tags.add(tag);
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if (diff < 0 ){
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return 1.3 - aDiff;
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