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

106 lines
3.9 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.entity.Player;
import fr.neatmonster.nocheatplus.actions.ParameterName;
import fr.neatmonster.nocheatplus.checks.Check;
import fr.neatmonster.nocheatplus.checks.CheckType;
import fr.neatmonster.nocheatplus.checks.ViolationData;
import fr.neatmonster.nocheatplus.players.IPlayerData;
import fr.neatmonster.nocheatplus.utilities.TickTask;
/**
* The Speed check is used to detect players who are attacking entities too quickly.
*/
public class Speed extends Check {
/**
* Instantiates a new speed check.
*/
public Speed() {
super(CheckType.FIGHT_SPEED);
}
/**
* Checks a player.
*
* @param player
* the player
* @param now
* @return true, if successful
*/
public boolean check(final Player player, final long now,
final FightData data, final FightConfig cc,
final IPlayerData pData) {
final boolean lag = pData.getCurrentWorldData().shouldAdjustToLag(type);
boolean cancel = false;
// Add to frequency.
data.speedBuckets.add(now, 1f);
// Medium term (normalized to one second), account for server side lag.
final long fullTime = cc.speedBucketDur * cc.speedBuckets;
final float fullLag = lag ? TickTask.getLag(fullTime, true) : 1f;
final float total = data.speedBuckets.score(cc.speedBucketFactor) * 1000f / (fullLag * fullTime);
// Short term.
final int tick = TickTask.getTick();
if (tick < data.speedShortTermTick){
// Tick task got reset.
data.speedShortTermTick = tick;
data.speedShortTermCount = 1;
}
else if (tick - data.speedShortTermTick < cc.speedShortTermTicks){
// Account for server side lag.
if (!lag || TickTask.getLag(50L * (tick - data.speedShortTermTick), true) < 1.5f){
// Within range, add.
data.speedShortTermCount ++;
}
else{
// Too much lag, reset.
data.speedShortTermTick = tick;
data.speedShortTermCount = 1;
}
}
else{
data.speedShortTermTick = tick;
data.speedShortTermCount = 1;
}
final float shortTerm = (float ) data.speedShortTermCount * 1000f / (50f * cc.speedShortTermTicks);
final float max = Math.max(shortTerm, total);
// Too many attacks?
if (max > cc.speedLimit) {
// If there was lag, don't count it towards violation level.
data.speedVL += max - cc.speedLimit;
// Execute whatever actions are associated with this check and the violation level and find out if we should
// cancel the event.
final ViolationData vd = new ViolationData(this, player, data.speedVL, max - cc.speedLimit, cc.speedActions);
vd.setParameter(ParameterName.LIMIT, String.valueOf(Math.round(cc.speedLimit)));
cancel = executeActions(vd).willCancel();
}
else data.speedVL *= 0.96;
return cancel;
}
}