General:
- Wrong flags checked or flags checked in the wrong way.
- isPassable should use collidesBlock.
- collidesBlock should not see high-value-only matches as collisions.
- collidesCenter returns true for the case of collision (...).
Liquid blocks:
- New flag introduced to model rough liquid height for flowing liquids.
- One more workaround condition for moving in/off liquids.
- Use exact bounding-box for liquids checking in PlayerLocation.
- Check for water first in PlayerLocation.isInLiquid.
Other:
- Alter some block flags and workarounds.
- (other)
Set as default, the "strict" option will also check the angle between
the viewing direction and the direction towards the target. This might
not stay the default method, but it does help against auras in close
combat.
This method remembers (currently) each velocity added and only uses it
when it is needed not to generate a violation. Further (currently
simple) activation and invalidation logics are applied. With this method
latency will be much less of a problem, though stacking of queued
entries (especially for rocket-boots style flying) and more
merging of entries and more invalidation logics are required, thus
bleeding+instable.
On the long term this should make cheating much more difficult, possible
steps are:
1. Use method for vertical velocity too (only positive)
2. Distinguish positive and negative vertical velocity (opens a way to
control the speed downwards in any medium!).
3. Per-axis velocity (either absolute or pos/neg with more invalidation
logic on direction changes).
1. Don't check sf if passable sets back already, since passable favours
the
sf-set-back-location anyway.
2. First check which checks to check, to somewhat clean up the
MovingListener
3. Reset some properties on set-back in MovingListener.
This concerns both blockinteract.visible and moving.passable, both set
to 60. In effect extreme moves are impossible with either check
activated. Mind that 60 steps could be something like 20 blocks for some
cases, probably even less.