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https://github.com/NoCheatPlus/NoCheatPlus.git
synced 2024-09-03 19:00:30 +02:00
Adjust critical, remove remainders of old god-mode check.
Critical: * Add tags. * Add extra flag (redundant to MediumLiftOff, just indicating what the real lift off was, might need redesign, since m-lo is modified sometimes.)
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6b4421dc81
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@ -1,11 +1,16 @@
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package fr.neatmonster.nocheatplus.checks.fight;
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import java.util.ArrayList;
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import java.util.List;
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import org.bukkit.Location;
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import org.bukkit.entity.Player;
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import org.bukkit.potion.PotionEffectType;
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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.CheckType;
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import fr.neatmonster.nocheatplus.checks.ViolationData;
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import fr.neatmonster.nocheatplus.checks.moving.MovingConfig;
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import fr.neatmonster.nocheatplus.checks.moving.MovingData;
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import fr.neatmonster.nocheatplus.checks.moving.MovingListener;
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@ -73,23 +78,33 @@ public class Critical extends Check {
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if (dataM.sfLowJump || player.getFallDistance() < cc.criticalFallDistance && !BlockProperties.isOnGroundOrResetCond(player, loc, mCc.yOnGround)){
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final MovingConfig ccM = MovingConfig.getConfig(player);
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if (MovingListener.shouldCheckSurvivalFly(player, dataM, ccM)){
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final double deltaFallDistance = (cc.criticalFallDistance - player.getFallDistance())
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/ cc.criticalFallDistance;
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final double deltaVelocity = (cc.criticalVelocity - Math.abs(player.getVelocity().getY()))
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/ cc.criticalVelocity;
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final double delta = deltaFallDistance > 0D ? deltaFallDistance
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: 0D + deltaVelocity > 0D ? deltaVelocity : 0D;
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final double deltaFallDistance = (cc.criticalFallDistance - player.getFallDistance()) / cc.criticalFallDistance;
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final double deltaVelocity = (cc.criticalVelocity - Math.abs(player.getVelocity().getY())) / cc.criticalVelocity;
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double delta = deltaFallDistance > 0D ? deltaFallDistance : 0D + deltaVelocity > 0D ? deltaVelocity : 0D;
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final List<String> tags = new ArrayList<String>();
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// Player failed the check, but this is influenced by lag so don't do it if there was lag.
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if (TickTask.getLag(1000) < 1.5){
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// TODO: 1.5 is a fantasy value.
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// Increment the violation level.
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data.criticalVL += delta;
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}
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else{
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tags.add("lag");
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delta = 0;
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}
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// Execute whatever actions are associated with this check and the violation level and find out if we
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// should cancel the event.
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cancel = executeActions(player, data.criticalVL, delta, cc.criticalActions);
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final ViolationData vd = new ViolationData(this, player, data.criticalVL, delta, cc.criticalActions);
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if (vd.needsParameters()){
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if (dataM.sfLowJump){
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tags.add("sf_lowjump");
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}
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vd.setParameter(ParameterName.TAGS, StringUtil.join(tags, "+"));
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}
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cancel = executeActions(vd);
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}
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}
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}
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@ -276,7 +276,6 @@ public class FightListener extends CheckListener implements JoinLeaveListener{
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final FightData damagedData = damagedPlayer == null ? null : FightData.getData(damagedPlayer);
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final boolean damagedIsDead = damaged.isDead();
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if (damagedPlayer != null && !damagedIsDead) {
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// if (godMode.isEnabled(player) && godMode.check(player)){
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if (!damagedPlayer.isDead() && godMode.isEnabled(damagedPlayer) && godMode.check(damagedPlayer, event.getDamage(), damagedData)){
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// It requested to "cancel" the players invulnerability, so set his noDamageTicks to 0.
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damagedPlayer.setNoDamageTicks(0);
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@ -29,63 +29,6 @@ public class GodMode extends Check {
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public GodMode() {
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super(CheckType.FIGHT_GODMODE);
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}
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/**
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* Checks a player.
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*
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* @param player
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* the player
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* @return true, if successful
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*/
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public boolean check(final Player player) {
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final FightData data = FightData.getData(player);
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boolean cancel = false;
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// Check at most once a second.
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if (data.godModeLastTime < System.currentTimeMillis() - 1000L) {
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data.godModeLastTime = System.currentTimeMillis();
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final int age = player.getTicksLived();
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// How much older did he get?
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final int ageDelta = Math.max(0, age - data.godModeLastAge);
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if (player.getNoDamageTicks() > 0 && ageDelta < 15) {
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// He is invulnerable and didn't age fast enough, that costs some points.
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data.godModeBuffer -= 15 - ageDelta;
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// Still points left?
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if (data.godModeBuffer <= 0) {
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// No, that means we can increase his violation level.
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data.godModeVL -= data.godModeBuffer;
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// Execute whatever actions are associated with this check and the violation level and find out if
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// we should cancel the event.
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cancel = executeActions(player, data.godModeVL, -data.godModeBuffer,
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FightConfig.getConfig(player).godModeActions);
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}
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} else {
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// Give some new points, once a second.
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data.godModeBuffer += 15;
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// Decrease the violation level.
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data.godModeVL *= 0.95;
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}
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if (data.godModeBuffer < 0)
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// Can't have less than 0!
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data.godModeBuffer = 0;
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else if (data.godModeBuffer > 30)
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// And 30 is enough for simple lag situations.
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data.godModeBuffer = 30;
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// Start age counting from a new time.
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data.godModeLastAge = age;
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}
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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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@ -160,6 +160,7 @@ public class MovingData extends ACheckData {
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/** Indicate low jumping descending phase (likely cheating). */
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public boolean sfLowJump = false;
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public boolean sfNoLowJump = false; // Hacks.
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/**
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* Last valid y distance covered by a move. Integer.MAX_VALUE indicates "not set".
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@ -1008,7 +1008,9 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
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final Vector velocity = event.getVelocity();
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if (cc.debug) System.out.println(event.getPlayer().getName() + " new velocity: " + velocity);
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if (cc.debug){
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System.out.println(event.getPlayer().getName() + " new velocity: " + velocity);
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}
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double newVal = velocity.getY();
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boolean used = false;
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@ -1036,6 +1038,7 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
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// Set dirty flag here.
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if (used){
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data.sfDirty = true;
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data.sfNoLowJump = true;
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}
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// TODO: clear accounting here ?
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@ -1070,6 +1073,8 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
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Location newTo = null;
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final MovingData data = MovingData.getData(player);
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data.sfNoLowJump = true;
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if (morePacketsVehicle.isEnabled(player)){
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// If the player is handled by the more packets vehicle check, execute it.
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newTo = morePacketsVehicle.check(player, from, to);
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@ -282,6 +282,7 @@ public class SurvivalFly extends Check {
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// Calculate the vertical speed limit based on the current jump phase.
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double vAllowedDistance = 0, vDistanceAboveLimit = 0;
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if (from.isInWeb()){
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data.sfNoLowJump = true;
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// Very simple: force players to descend or stay.
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vAllowedDistance = from.isOnGround() ? 0.1D : 0;
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data.jumpAmplifier = 0; // TODO: later maybe fetch.
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@ -301,6 +302,7 @@ public class SurvivalFly extends Check {
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}
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else if (data.verticalFreedom <= 0.001 && from.isOnClimbable()){
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// Ladder types.
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data.sfNoLowJump = true;
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// TODO: bring in in-medium accounting.
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// // TODO: make these extra checks to the jumpphase thing ?
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// if (fromOnGround) vAllowedDistance = climbSpeed + 0.3;
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@ -328,6 +330,7 @@ public class SurvivalFly extends Check {
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}
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else if (data.verticalFreedom <= 0.001 && from.isInLiquid() && (Math.abs(yDistance) > 0.2 || to.isInLiquid())){
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// Swimming...
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data.sfNoLowJump = true;
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if (yDistance >= 0){
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// This is more simple to test.
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// TODO: Friction in water...
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@ -378,6 +381,7 @@ public class SurvivalFly extends Check {
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if (data.mediumLiftOff == MediumLiftOff.LIMIT_JUMP){
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// TODO: In normal water this is 0. Could set higher for special cases only (needs efficient data + flags collection?).
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maxJumpPhase = 3;
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data.sfNoLowJump = true;
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if (data.sfJumpPhase > 0) tags.add("limitjump");
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}
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else if (data.jumpAmplifier > 0){
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@ -526,6 +530,7 @@ public class SurvivalFly extends Check {
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data.sfJumpPhase = 0;
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data.clearAccounting();
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data.sfLowJump = false;
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data.sfNoLowJump = false;
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// TODO: Experimental: reset velocity.
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if (data.verticalVelocityUsed > cc.velocityGraceTicks && toOnGround && yDistance < 0){
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data.verticalVelocityCounter = 0;
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@ -540,6 +545,7 @@ public class SurvivalFly extends Check {
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data.sfJumpPhase = 1; // TODO: ?
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data.clearAccounting();
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data.sfLowJump = false;
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// not resetting nolow...
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}
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// Check removal of active horizontal velocity.
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@ -979,7 +985,7 @@ public class SurvivalFly extends Check {
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// Decrease
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tags.add("ychdec");
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// Detect low jumping.
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if (!data.sfDirty && data.mediumLiftOff == MediumLiftOff.GROUND){
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if (!data.sfNoLowJump && !data.sfDirty && data.mediumLiftOff == MediumLiftOff.GROUND){
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final double setBackYDistance = to.getY() - data.getSetBackY();
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if (setBackYDistance > 0.0){
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// Only count it if the player has actually been jumping (higher than setback).
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@ -470,7 +470,7 @@ public class DefaultConfig extends ConfigFile {
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set(ConfPaths.STRINGS + ".color", start + "sent colored chat message" + end);
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set(ConfPaths.STRINGS + ".commands", start + "issued too many commands" + end);
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set(ConfPaths.STRINGS + ".combspeed", start + "performs different actions at very high speed" + end);
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set(ConfPaths.STRINGS + ".critical", start + "tried to do a critical hit but wasn't technically jumping" + end);
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set(ConfPaths.STRINGS + ".critical", start + "tried to do a critical hit but wasn't technically jumping [tags]" + end);
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set(ConfPaths.STRINGS + ".drop", start + "tried to drop more items than allowed" + end);
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set(ConfPaths.STRINGS + ".dropkick", "ncp delay ncp kick [player] Dropping items too fast.");
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set(ConfPaths.STRINGS + ".fastbreak", start + "tried to break blocks ([blockid]) faster than possible" + end);
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