111 lines
4.6 KiB
Java
111 lines
4.6 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.inventory;
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import org.bukkit.ChatColor;
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import org.bukkit.entity.Player;
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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.permissions.Permissions;
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import fr.neatmonster.nocheatplus.players.DataManager;
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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 InstantBow check will find out if a player pulled the string of their bow too fast.
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*/
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public class InstantBow extends Check {
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private static final float maxTime = 800f;
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/**
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* Instantiates a new instant bow check.
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*/
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public InstantBow() {
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super(CheckType.INVENTORY_INSTANTBOW);
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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 force
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* the force
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* @return true, if successful
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*/
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public boolean check(final Player player, final float force, final long now) {
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final IPlayerData pData = DataManager.getPlayerData(player);
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final InventoryData data = pData.getGenericInstance(InventoryData.class);
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final InventoryConfig cc = pData.getGenericInstance(InventoryConfig.class);
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boolean cancel = false;
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// Rough estimation of how long pulling the string should've taken.
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final long expectedPullDuration = (long) (maxTime - maxTime * (1f - force) * (1f - force)) - cc.instantBowDelay;
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// Time taken to pull the string.
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final long pullDuration;
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final boolean valid;
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if (cc.instantBowStrict) {
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// The interact time is invalid, if set to 0.
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valid = data.instantBowInteract != 0;
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pullDuration = valid ? (now - data.instantBowInteract) : 0L;
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} else {
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valid = true;
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pullDuration = now - data.instantBowShoot;
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}
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if (valid && (!cc.instantBowStrict || data.instantBowInteract > 0L) && pullDuration >= expectedPullDuration) {
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// The player was slow enough, reward them by lowering their violation level.
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data.instantBowVL *= 0.9D;
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}
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else if (valid && data.instantBowInteract > now) {
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// Security check if time ran backwards.
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// TODO: Maybe this can be removed, though TickTask does not reset at the exact moment.
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}
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else {
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// Account for server side lag.
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// (Do not apply correction to invalid pulling.)
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final long correctedPullduration = valid ?
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(pData.getCurrentWorldData().shouldAdjustToLag(type)
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? (long) (TickTask.getLag(expectedPullDuration, true) * pullDuration)
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: pullDuration) : 0;
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if (correctedPullduration < expectedPullDuration) {
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// TODO: Consider: Allow one time but set yawrate penalty time ?
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final double difference = (expectedPullDuration - pullDuration) / 100D;
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// Player was too fast, increase their violation level.
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data.instantBowVL += difference;
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// Execute whatever actions are associated with this check and the
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// violation level and find out if we should cancel the event
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cancel = executeActions(player, data.instantBowVL, difference, cc.instantBowActions).willCancel();
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}
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}
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if (pData.isDebugActive(type) && pData.hasPermission(Permissions.ADMINISTRATION_DEBUG, player)) {
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player.sendMessage(ChatColor.YELLOW + "NCP: " + ChatColor.GRAY + "Bow shot - force: " + force +", " + (cc.instantBowStrict || pullDuration < 2 * expectedPullDuration ? ("pull time: " + pullDuration) : "") + "(" + expectedPullDuration +")");
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}
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// Reset data here.
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data.instantBowInteract = 0;
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data.instantBowShoot = now;
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return cancel;
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}
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}
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