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synced 2024-11-06 18:50:54 +01:00
SF: Simple re-structure for after-failure permission checks.
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@ -174,59 +174,30 @@ public class SurvivalFly extends Check {
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}
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}
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// Player on ice? Give him higher max speed.
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if (from.isOnIce() || to.isOnIce())
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data.sfFlyOnIce = 20;
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else if (data.sfFlyOnIce > 0)
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data.sfFlyOnIce--;
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// Choose the right horizontal speed limit for the current activity.
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double hAllowedDistance = 0D;
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if (from.isInWeb()){
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data.sfFlyOnIce = 0;
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// TODO: if (from.isOnIce()) <- makes it even slower !
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// Roughly 15% of walking speed.
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hAllowedDistance = webSpeed * cc.survivalFlyWalkingSpeed / 100D;
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}
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else if (from.isInWater() && to.isInWater())
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hAllowedDistance = swimmingSpeed * cc.survivalFlySwimmingSpeed / 100D;
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else if (player.isSneaking() && !player.hasPermission(Permissions.MOVING_SURVIVALFLY_SNEAKING))
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hAllowedDistance = sneakingSpeed * cc.survivalFlySneakingSpeed / 100D;
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else if (player.isBlocking() && !player.hasPermission(Permissions.MOVING_SURVIVALFLY_BLOCKING))
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hAllowedDistance = blockingSpeed * cc.survivalFlyBlockingSpeed / 100D;
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else{
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if (!sprinting)
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hAllowedDistance = walkingSpeed * cc.survivalFlyWalkingSpeed / 100D;
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else
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hAllowedDistance = sprintingSpeed * cc.survivalFlySprintingSpeed / 100D;
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// Speeding bypass permission (can be combined with other bypasses).
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// TODO: How exactly to bring it on finally.
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if (player.hasPermission(Permissions.MOVING_SURVIVALFLY_SPEEDING))
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hAllowedDistance *= cc.survivalFlySpeedingSpeed/ 100D;
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}
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// TODO: More after-failure checks, to prevent unnecessary permission checking etc.
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// TODO: Split off not frequently used parts to methods.
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// If the player is on ice, give him an higher maximum speed.
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if (data.sfFlyOnIce > 0)
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hAllowedDistance *= modIce;
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// Speed amplifier.
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if (mcPlayer.hasEffect(MobEffectList.FASTER_MOVEMENT))
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hAllowedDistance *= 1.0D + 0.2D * (mcPlayer.getEffect(MobEffectList.FASTER_MOVEMENT).getAmplifier() + 1);
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// Account for flowing liquids (only if needed).
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if (hDistance > swimmingSpeed && from.isInLiquid() && from.isDownStream(xDistance, zDistance)){
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hAllowedDistance *= modDownStream;
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}
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double hAllowedDistance = getAllowedhDist(player, mcPlayer, from, to, sprinting, hDistance, data, cc, false);
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// Account for flowing liquids (only if needed).
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// Assume: If in fluids this would be placed right here.
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if (hDistance > swimmingSpeed && from.isInLiquid() && from.isDownStream(xDistance, zDistance)) {
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hAllowedDistance *= modDownStream;
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}
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// Judge if horizontal speed is above limit.
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double hDistanceAboveLimit = hDistance - hAllowedDistance - data.horizontalFreedom;
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// Tag for simple speed violation (medium), might get overridden.
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if (hDistanceAboveLimit > 0) tags.add("hspeed");
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if (hDistanceAboveLimit > 0){
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// After failure permission checks ( + speed modifier + sneaking + blocking + speeding) !
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hAllowedDistance = getAllowedhDist(player, mcPlayer, from, to, sprinting, hDistance, data, cc, true);
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hDistanceAboveLimit = hDistance - hAllowedDistance - data.horizontalFreedom;
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if (hAllowedDistance > 0){
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tags.add("hspeed");
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}
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}
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///////
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// Note: here the normal speed checks must be finished.
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//////
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// Prevent players from walking on a liquid.
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// TODO: yDistance == 0D <- should there not be a tolerance +- or 0...x ?
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@ -370,32 +341,11 @@ public class SurvivalFly extends Check {
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System.out.print(builder.toString());
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}
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// Did the player move in unexpected ways?// Did the player move in unexpected ways?
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if (result > 0D) {
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// Increment violation counter.
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data.survivalFlyVL += result;
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data.clearAccounting();
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data.sfJumpPhase = 0;
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// If the other plugins haven't decided to cancel the execution of the actions, then do it. If one of the
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// actions was a cancel, cancel it.
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final ViolationData vd = new ViolationData(this, player, data.survivalFlyVL, result, cc.survivalFlyActions);
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if (vd.needsParameters()){
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vd.setParameter(ParameterName.LOCATION_FROM, String.format(Locale.US, "%.2f, %.2f, %.2f", from.getX(), from.getY(), from.getZ()));
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vd.setParameter(ParameterName.LOCATION_TO, String.format(Locale.US, "%.2f, %.2f, %.2f", to.getX(), to.getY(), to.getZ()));
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vd.setParameter(ParameterName.DISTANCE, String.format(Locale.US, "%.2f", to.getLocation().distance(from.getLocation())));
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vd.setParameter(ParameterName.TAGS, CheckUtils.join(tags, "+")); // Always set.
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}
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data.sfVLTime = now;
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if (executeActions(vd)){
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data.sfLastYDist = Double.MAX_VALUE;
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data.toWasReset = false;
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data.fromWasReset = false;
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// Compose a new location based on coordinates of "newTo" and viewing direction of "event.getTo()" to
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// allow the player to look somewhere else despite getting pulled back by NoCheatPlus.
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return new Location(player.getWorld(), data.setBack.getX(), data.setBack.getY(), data.setBack.getZ(),
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to.getYaw(), to.getPitch());
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}
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}
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// Handle violations.
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if (result > 0D) {
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final Location vLoc = (handleViolation(now, result, player, from, to, data, cc));
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if (vLoc != null) return vLoc;
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}
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else{
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// Slowly reduce the level with each event, if violations have not recently happened.
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if (now - data.sfVLTime > cc.survivalFlyVLFreeze) data.survivalFlyVL *= 0.95D;
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@ -420,6 +370,88 @@ public class SurvivalFly extends Check {
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return null;
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}
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/**
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* Return hAllowedDistance, not exact, check permissions as far as
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* necessary, if flag is set to check them.
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*
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* @param player
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* @param sprinting
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* @param hDistance
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* @param hAllowedDistance
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* @param data
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* @param cc
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* @return
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*/
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private double getAllowedhDist(final Player player, final EntityPlayer mcPlayer, final PlayerLocation from, final PlayerLocation to, final boolean sprinting, final double hDistance, final MovingData data, final MovingConfig cc, boolean checkPermissions)
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{
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if (checkPermissions) tags.add("permchecks");
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// TODO: re-arrange for fastest checks first (check vs. allowed distance
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// multiple times if necessary.
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double hAllowedDistance = 0D;
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// Player on ice? Give him higher max speed.
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// TODO: maybe re-model ice stuff (check what is really needed).
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if (from.isOnIce() || to.isOnIce()) data.sfFlyOnIce = 20;
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else if (data.sfFlyOnIce > 0) data.sfFlyOnIce--;
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if (from.isInWeb()) {
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data.sfFlyOnIce = 0;
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// TODO: if (from.isOnIce()) <- makes it even slower !
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// Does include sprinting by now (would need other accounting methods).
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hAllowedDistance = webSpeed * cc.survivalFlyWalkingSpeed / 100D;
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} else if (from.isInLiquid() && to.isInLiquid()) {
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// Check all liquids (lava might demand even slower speed though).
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// TODO: too many false positives with just checking from ?
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// TODO: Sneaking and blocking applies to when in water !
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hAllowedDistance = swimmingSpeed * cc.survivalFlySwimmingSpeed / 100D;
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} else if (player.isSneaking() && (!checkPermissions || !player.hasPermission(Permissions.MOVING_SURVIVALFLY_SNEAKING))) hAllowedDistance = sneakingSpeed * cc.survivalFlySneakingSpeed / 100D;
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else if (player.isBlocking() && (!checkPermissions || !player.hasPermission(Permissions.MOVING_SURVIVALFLY_BLOCKING))) hAllowedDistance = blockingSpeed * cc.survivalFlyBlockingSpeed / 100D;
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else {
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if (!sprinting) hAllowedDistance = walkingSpeed * cc.survivalFlyWalkingSpeed / 100D;
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else hAllowedDistance = sprintingSpeed * cc.survivalFlySprintingSpeed / 100D;
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// Speeding bypass permission (can be combined with other bypasses).
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// TODO: How exactly to bring it on finally.
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if (checkPermissions && player.hasPermission(Permissions.MOVING_SURVIVALFLY_SPEEDING)) hAllowedDistance *= cc.survivalFlySpeedingSpeed / 100D;
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}
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// If the player is on ice, give him an higher maximum speed.
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if (data.sfFlyOnIce > 0) hAllowedDistance *= modIce;
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if (hDistance <= hAllowedDistance) return hAllowedDistance;
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// Speed amplifier.
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if (mcPlayer.hasEffect(MobEffectList.FASTER_MOVEMENT)) hAllowedDistance *= 1.0D + 0.2D * (mcPlayer.getEffect(MobEffectList.FASTER_MOVEMENT).getAmplifier() + 1);
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return hAllowedDistance;
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}
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private final Location handleViolation(final long now, final double result, final Player player, final PlayerLocation from, final PlayerLocation to, final MovingData data, final MovingConfig cc)
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{
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// Increment violation level.
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data.survivalFlyVL += result;
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data.sfVLTime = now;
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data.clearAccounting();
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data.sfJumpPhase = 0;
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final ViolationData vd = new ViolationData(this, player, data.survivalFlyVL, result, cc.survivalFlyActions);
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if (vd.needsParameters()) {
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vd.setParameter(ParameterName.LOCATION_FROM, String.format(Locale.US, "%.2f, %.2f, %.2f", from.getX(), from.getY(), from.getZ()));
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vd.setParameter(ParameterName.LOCATION_TO, String.format(Locale.US, "%.2f, %.2f, %.2f", to.getX(), to.getY(), to.getZ()));
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vd.setParameter(ParameterName.DISTANCE, String.format(Locale.US, "%.2f", to.getLocation().distance(from.getLocation())));
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vd.setParameter(ParameterName.TAGS, CheckUtils.join(tags, "+"));
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}
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if (executeActions(vd)) {
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data.sfLastYDist = Double.MAX_VALUE;
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data.toWasReset = false;
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data.fromWasReset = false;
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// Set-back + view direction of to (more smooth).
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return new Location(player.getWorld(), data.setBack.getX(), data.setBack.getY(), data.setBack.getZ(), to.getYaw(), to.getPitch());
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}
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else{
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// Cancelled by other plugin, or no cancel set by configuration.
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return null;
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}
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}
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/**
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* First split-off. Not strictly accounting only, actually.<br>
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* In-air checks.
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