106 lines
3.9 KiB
Java
106 lines
3.9 KiB
Java
/*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package fr.neatmonster.nocheatplus.checks.fight;
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import org.bukkit.entity.Player;
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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.players.IPlayerData;
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import fr.neatmonster.nocheatplus.utilities.TickTask;
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/**
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* The Speed check is used to detect players who are attacking entities too quickly.
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*/
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public class Speed extends Check {
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/**
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* Instantiates a new speed check.
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*/
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public Speed() {
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super(CheckType.FIGHT_SPEED);
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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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* @param now
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* @return true, if successful
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*/
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public boolean check(final Player player, final long now,
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final FightData data, final FightConfig cc,
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final IPlayerData pData) {
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final boolean lag = pData.getCurrentWorldData().shouldAdjustToLag(type);
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boolean cancel = false;
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// Add to frequency.
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data.speedBuckets.add(now, 1f);
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// Medium term (normalized to one second), account for server side lag.
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final long fullTime = cc.speedBucketDur * cc.speedBuckets;
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final float fullLag = lag ? TickTask.getLag(fullTime, true) : 1f;
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final float total = data.speedBuckets.score(cc.speedBucketFactor) * 1000f / (fullLag * fullTime);
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// Short term.
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final int tick = TickTask.getTick();
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if (tick < data.speedShortTermTick){
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// Tick task got reset.
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data.speedShortTermTick = tick;
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data.speedShortTermCount = 1;
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}
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else if (tick - data.speedShortTermTick < cc.speedShortTermTicks){
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// Account for server side lag.
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if (!lag || TickTask.getLag(50L * (tick - data.speedShortTermTick), true) < 1.5f){
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// Within range, add.
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data.speedShortTermCount ++;
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}
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else{
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// Too much lag, reset.
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data.speedShortTermTick = tick;
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data.speedShortTermCount = 1;
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}
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}
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else{
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data.speedShortTermTick = tick;
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data.speedShortTermCount = 1;
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}
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final float shortTerm = (float ) data.speedShortTermCount * 1000f / (50f * cc.speedShortTermTicks);
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final float max = Math.max(shortTerm, total);
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// Too many attacks?
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if (max > cc.speedLimit) {
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// If there was lag, don't count it towards violation level.
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data.speedVL += max - cc.speedLimit;
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// Execute whatever actions are associated with this check and the violation level and find out if we should
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// cancel the event.
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final ViolationData vd = new ViolationData(this, player, data.speedVL, max - cc.speedLimit, cc.speedActions);
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vd.setParameter(ParameterName.LIMIT, String.valueOf(Math.round(cc.speedLimit)));
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cancel = executeActions(vd).willCancel();
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}
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else data.speedVL *= 0.96;
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return cancel;
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}
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}
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