NoCheatPlus/NCPCore/src/main/java/fr/neatmonster/nocheatplus/checks/fight/GodMode.java

224 lines
8.5 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>.
*/
package fr.neatmonster.nocheatplus.checks.fight;
import org.bukkit.Bukkit;
import org.bukkit.entity.Player;
import fr.neatmonster.nocheatplus.NCPAPIProvider;
import fr.neatmonster.nocheatplus.checks.Check;
import fr.neatmonster.nocheatplus.checks.CheckType;
import fr.neatmonster.nocheatplus.checks.net.NetData;
import fr.neatmonster.nocheatplus.compat.BridgeHealth;
import fr.neatmonster.nocheatplus.compat.IBridgeCrossPlugin;
import fr.neatmonster.nocheatplus.components.registry.event.IGenericInstanceHandle;
import fr.neatmonster.nocheatplus.players.IPlayerData;
import fr.neatmonster.nocheatplus.utilities.CheckUtils;
import fr.neatmonster.nocheatplus.utilities.TickTask;
/**
* The GodMode check will find out if a player tried to stay invulnerable after being hit or after dying.
*/
public class GodMode extends Check {
private final IGenericInstanceHandle<IBridgeCrossPlugin> crossPlugin = NCPAPIProvider.getNoCheatPlusAPI().getGenericInstanceHandle(IBridgeCrossPlugin.class);
/**
* Instantiates a new god mode check.
*/
public GodMode() {
super(CheckType.FIGHT_GODMODE);
}
/**
* New style god mode check. Much more sensitive.
* @param player
* @param damage
* @return
*/
public boolean check(final Player player, final boolean playerIsFake,
final double damage, final FightData data, final IPlayerData pData){
final int tick = TickTask.getTick();
final int noDamageTicks = Math.max(0, player.getNoDamageTicks());
final int invulnerabilityTicks = playerIsFake ? 0 : mcAccess.getHandle().getInvulnerableTicks(player);
// TODO: cleanup this leugique beume...
boolean legit = false; // Return, reduce vl.
boolean set = false; // Set tick/ndt and return
boolean resetAcc = false; // Reset acc counter.
boolean resetAll = false; // Reset all and return
// Check difference to expectation:
final int dTick = tick - data.lastDamageTick;
final int dNDT = data.lastNoDamageTicks - noDamageTicks;
final int delta = dTick - dNDT;
final double health = BridgeHealth.getHealth(player);
// TODO: Adjust to double values.
if (data.godModeHealth > health ){
data.godModeHealthDecreaseTick = tick;
legit = set = resetAcc = true;
}
// TODO: Might account for ndt/2 on regain health (!).
// Invulnerable or inconsistent.
// TODO: might check as well if NCP has taken over invulnerable ticks of this player.
if (invulnerabilityTicks != Integer.MAX_VALUE && invulnerabilityTicks > 0 || tick < data.lastDamageTick){
// (Second criteria is for MCAccessBukkit.)
legit = set = resetAcc = true;
}
// Reset accumulator.
if (20 + data.godModeAcc < dTick || dTick > 40){
legit = resetAcc = true;
set = true; // TODO
}
// Check if reduced more than expected or new/count down fully.
// TODO: Mostly workarounds.
if (delta <= 0 || data.lastNoDamageTicks <= player.getMaximumNoDamageTicks() / 2 || dTick > data.lastNoDamageTicks || damage > BridgeHealth.getLastDamage(player)|| damage == 0.0){
// Not resetting acc.
legit = set = true;
}
if (dTick == 1 && noDamageTicks < 19){
set = true;
}
if (delta == 1){
// Ignore these, but keep reference value from before.
legit = true;
}
// Bukkit.getServer().broadcastMessage("God " + player.getName() + " delta=" + delta + " dt=" + dTick + " dndt=" + dNDT + " acc=" + data.godModeAcc + " d=" + damage + " ndt=" + noDamageTicks + " h=" + health + " slag=" + TickTask.getLag(dTick, true));
// TODO: might check last damage taken as well (really taken with health change)
// Resetting
data.godModeHealth = health;
if (resetAcc || resetAll){
data.godModeAcc = 0;
}
if (legit){
data.godModeVL *= 0.97;
}
if (resetAll){
// Reset all.
data.lastNoDamageTicks = 0;
data.lastDamageTick = 0;
return false;
}
else if (set){
// Only set the tick values.
data.lastNoDamageTicks = noDamageTicks;
data.lastDamageTick = tick;
return false;
}
else if (legit){
// Just return;
return false;
}
if (tick < data.godModeHealthDecreaseTick){
data.godModeHealthDecreaseTick = 0;
}
else{
final int dht = tick - data.godModeHealthDecreaseTick;
if (dht <= 20) {
return false;
}
}
final FightConfig cc = pData.getGenericInstance(FightConfig.class);
// Check for client side lag.
final long now = System.currentTimeMillis();
final long maxAge = cc.godModeLagMaxAge;
long keepAlive = Long.MIN_VALUE;
if (NCPAPIProvider.getNoCheatPlusAPI().hasFeatureTag("checks", "KeepAliveFrequency")) {
keepAlive = pData.getGenericInstance(NetData.class).lastKeepAliveTime;
}
keepAlive = Math.max(keepAlive, CheckUtils.guessKeepAliveTime(player, now, maxAge, pData));
if (keepAlive != Double.MIN_VALUE && now - keepAlive > cc.godModeLagMinAge && now - keepAlive < maxAge){
// Assume lag.
return false;
}
// Violation probably.
data.godModeAcc += delta;
boolean cancel = false;
// TODO: bounds
if (data.godModeAcc > 2){
// TODO: To match with old checks vls / actions, either change actions or apply a factor.
data.godModeVL += delta;
if (executeActions(player, data.godModeVL, delta,
pData.getGenericInstance(FightConfig.class).godModeActions).willCancel()){
cancel = true;
}
else {
cancel = false;
}
}
else{
cancel = false;
}
// Set tick values.
data.lastNoDamageTicks = noDamageTicks;
data.lastDamageTick = tick;
return cancel;
}
/**
* If a player apparently died, make sure they really die after some time if they didn't already, by setting up a
* Bukkit task.
*
* @param player
* the player
*/
public void death(final Player player) {
// TODO: Is this still relevant ?
// First check if the player is really dead (e.g. another plugin could have just fired an artificial event).
if (BridgeHealth.getHealth(player) <= 0.0 && player.isDead()
&& crossPlugin.getHandle().isNativeEntity(player)) {
try {
// Schedule a task to be executed in roughly 1.5 seconds.
// TODO: Get plugin otherwise !?
Bukkit.getScheduler().scheduleSyncDelayedTask(Bukkit.getPluginManager().getPlugin("NoCheatPlus"), new Runnable() {
@Override
public void run() {
try {
// Check again if the player should be dead, and if the game didn't mark them as dead.
if (mcAccess.getHandle().shouldBeZombie(player)){
// Artificially "kill" them.
mcAccess.getHandle().setDead(player, 19);
}
} catch (final Exception e) {}
}
}, 30);
} catch (final Exception e) {}
}
}
}