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https://github.com/NoCheatPlus/NoCheatPlus.git
synced 2024-09-03 19:00:30 +02:00
Attempt to fix ladder climb up check.
Adds concept to ignore certain flags for isOnGround checking.
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@ -1318,6 +1318,23 @@ public class BlockProperties {
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* @return
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*/
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public static final boolean isOnGround(final BlockCache access, final double minX, double minY, final double minZ, final double maxX, final double maxY, final double maxZ){
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return isOnGround(access, minX, minY, minZ, maxX, maxY, maxZ, 0L);
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}
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/**
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* Similar to collides(... , F_GROUND), but also checks the block above (against spider).<br>
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* NOTE: This does not return true if stuck, to check for that use collidesBlock for the players location.
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* @param access
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* @param minX
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* @param minY
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* @param minZ
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* @param maxX
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* @param maxY
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* @param maxZ
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* @param ignoreFlags Blocks with these flags are not counted as ground.
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* @return
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*/
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public static final boolean isOnGround(final BlockCache access, final double minX, double minY, final double minZ, final double maxX, final double maxY, final double maxZ, final long ignoreFlags){
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final int maxBlockY = access.getMaxBlockY();
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final int iMinX = Location.locToBlock(minX);
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final int iMaxX = Location.locToBlock(maxX);
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@ -1330,14 +1347,14 @@ public class BlockProperties {
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for (int z = iMinZ; z <= iMaxZ; z++){
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for (int y = iMinY; y <= iMaxY; y++){
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final int id = access.getTypeId(x, y, z);
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if ((blockFlags[id] & F_GROUND) != 0){
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if ((blockFlags[id] & F_GROUND) != 0 && (blockFlags[id] & ignoreFlags) == 0){
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// Might collide.
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if (collidesBlock(access, minX, minY, minZ, maxX, maxY, maxZ, x, y, z, id)){
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if (y >= maxBlockY) return true;
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final int aboveId = access.getTypeId(x, y + 1, z);
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final long flags = blockFlags[aboveId];
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if ((flags & (F_IGN_PASSABLE)) != 0); // Ignore these.
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else if ((flags & (F_GROUND)) != 0){
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if ((flags & F_IGN_PASSABLE) != 0); // Ignore these.
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else if ((flags & F_GROUND) != 0 && (flags & ignoreFlags) == 0){
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// Check against spider type hacks.
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if (collidesBlock(access, minX, minY, minZ, maxX, Math.max(maxY, 1.49 + y), maxZ, x, y + 1, z, aboveId)){
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// TODO: This might be seen as a violation for many block types.
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@ -368,6 +368,7 @@ public class PlayerLocation {
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// Finally check possible jump height.
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// TODO: This too is inaccurate.
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if (isOnGround(jumpHeigth)){
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// Here ladders are ok.
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return true;
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}
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return false;
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@ -415,7 +416,7 @@ public class PlayerLocation {
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onGround = true;
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}
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// Note: Might check for half-block height too (getTypeId), but that is much more seldom.
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else onGround = BlockProperties.isOnGround(blockCache, minX - d0, minY - yOnGround, minZ - d0, maxX + d0, minY + 0.25, maxZ + d0);
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else onGround = BlockProperties.isOnGround(blockCache, minX - d0, minY - yOnGround, minZ - d0, maxX + d0, minY + 0.25, maxZ + d0, 0L);
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}
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else onGround = false;
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if (!onGround) {
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@ -432,7 +433,11 @@ public class PlayerLocation {
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* @return
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*/
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public boolean isOnGround(final double yOnGround){
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return isOnGround(yOnGround, 0D, 0D);
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return isOnGround(yOnGround, 0D, 0D, 0L);
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}
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public boolean isOnGround(final double jumpHeight, final long ignoreFlags) {
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return isOnGround(yOnGround, 0D, 0D, ignoreFlags);
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}
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@ -444,7 +449,19 @@ public class PlayerLocation {
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* @return
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*/
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public boolean isOnGround(final double yOnGround, final double xzMargin, final double yMargin) {
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return BlockProperties.isOnGround(blockCache, minX - xzMargin, minY - yOnGround - yMargin, minZ - xzMargin, maxX + xzMargin, minY + yMargin, maxZ + xzMargin);
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return BlockProperties.isOnGround(blockCache, minX - xzMargin, minY - yOnGround - yMargin, minZ - xzMargin, maxX + xzMargin, minY + yMargin, maxZ + xzMargin, 0L);
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}
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/**
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* Simple block-on-ground check for given margin (no entities). Meant for checking bigger margin than the normal yOnGround.
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* @param yOnGround Margin below the player.
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* @param xzMargin
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* @param yMargin Extra margin added below and above.
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* @param ignoreFlags Flags to not regard as ground.
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* @return
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*/
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public boolean isOnGround(final double yOnGround, final double xzMargin, final double yMargin, final long ignoreFlags) {
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return BlockProperties.isOnGround(blockCache, minX - xzMargin, minY - yOnGround - yMargin, minZ - xzMargin, maxX + xzMargin, minY + yMargin, maxZ + xzMargin, ignoreFlags);
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}
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/**
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@ -890,7 +890,7 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
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newVal = Math.sqrt(velocity.getX() * velocity.getX() + velocity.getZ() * velocity.getZ());
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if (newVal > 0D) {
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data.horizontalFreedom += newVal;
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data.horizontalVelocityCounter = 50; // Math.min(100, (int) Math.round(newVal * 8.0)); // 30;
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data.horizontalVelocityCounter = 50; // Math.min(100, (int) Math.round(newVal * 10.0)); // 30;
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}
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// Set dirty flag here.
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@ -241,13 +241,16 @@ public class SurvivalFly extends Check {
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// vDistanceAboveLimit = Math.abs(yDistance) - vAllowedDistance;
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// if (vDistanceAboveLimit > 0) tags.add("vclimb");
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final double jumpHeight = 1.45 + (data.jumpAmplifier > 0 ? (0.5 + data.jumpAmplifier - 1.0) : 0.0);
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if (yDistance > climbSpeed && !from.isOnGround(jumpHeight)){
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// TODO: ladders are ground !
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if (yDistance > climbSpeed && !from.isOnGround(jumpHeight, 0D, 0D, BlockProperties.F_CLIMBABLE)){
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// Ignore ladders. TODO: Check for false positives...
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tags.add("climbspeed");
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, yDistance - climbSpeed);
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}
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if (yDistance > 0){
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if (!fromOnGround && ! toOnGround && !data.noFallAssumeGround){
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// Check if player may climb up.
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// (This does exclude ladders.)
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if (!from.canClimbUp(jumpHeight)){
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tags.add("climbup");
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, yDistance);
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@ -503,7 +506,7 @@ public class SurvivalFly extends Check {
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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)) {
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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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useWorkaround = true;
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setBackSafe = true;
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}
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