/* * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package fr.neatmonster.nocheatplus.checks.inventory; import org.bukkit.ChatColor; import org.bukkit.entity.Player; import fr.neatmonster.nocheatplus.checks.Check; import fr.neatmonster.nocheatplus.checks.CheckType; import fr.neatmonster.nocheatplus.permissions.Permissions; import fr.neatmonster.nocheatplus.players.DataManager; import fr.neatmonster.nocheatplus.players.IPlayerData; import fr.neatmonster.nocheatplus.utilities.TickTask; /** * The InstantBow check will find out if a player pulled the string of their bow too fast. */ public class InstantBow extends Check { private static final float maxTime = 800f; /** * Instantiates a new instant bow check. */ public InstantBow() { super(CheckType.INVENTORY_INSTANTBOW); } /** * Checks a player. * * @param player * the player * @param force * the force * @return true, if successful */ public boolean check(final Player player, final float force, final long now) { final IPlayerData pData = DataManager.getPlayerData(player); final InventoryData data = pData.getGenericInstance(InventoryData.class); final InventoryConfig cc = pData.getGenericInstance(InventoryConfig.class); boolean cancel = false; // Rough estimation of how long pulling the string should've taken. final long expectedPullDuration = (long) (maxTime - maxTime * (1f - force) * (1f - force)) - cc.instantBowDelay; // Time taken to pull the string. final long pullDuration; final boolean valid; if (cc.instantBowStrict) { // The interact time is invalid, if set to 0. valid = data.instantBowInteract != 0; pullDuration = valid ? (now - data.instantBowInteract) : 0L; } else { valid = true; pullDuration = now - data.instantBowShoot; } if (valid && (!cc.instantBowStrict || data.instantBowInteract > 0L) && pullDuration >= expectedPullDuration) { // The player was slow enough, reward them by lowering their violation level. data.instantBowVL *= 0.9D; } else if (valid && data.instantBowInteract > now) { // Security check if time ran backwards. // TODO: Maybe this can be removed, though TickTask does not reset at the exact moment. } else { // Account for server side lag. // (Do not apply correction to invalid pulling.) final long correctedPullduration = valid ? (pData.getCurrentWorldData().shouldAdjustToLag(type) ? (long) (TickTask.getLag(expectedPullDuration, true) * pullDuration) : pullDuration) : 0; if (correctedPullduration < expectedPullDuration) { // TODO: Consider: Allow one time but set yawrate penalty time ? final double difference = (expectedPullDuration - pullDuration) / 100D; // Player was too fast, increase their violation level. data.instantBowVL += difference; // Execute whatever actions are associated with this check and the // violation level and find out if we should cancel the event cancel = executeActions(player, data.instantBowVL, difference, cc.instantBowActions).willCancel(); } } if (pData.isDebugActive(type) && pData.hasPermission(Permissions.ADMINISTRATION_DEBUG, player)) { player.sendMessage(ChatColor.YELLOW + "NCP: " + ChatColor.GRAY + "Bow shot - force: " + force +", " + (cc.instantBowStrict || pullDuration < 2 * expectedPullDuration ? ("pull time: " + pullDuration) : "") + "(" + expectedPullDuration +")"); } // Reset data here. data.instantBowInteract = 0; data.instantBowShoot = now; return cancel; } }