use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveData in project NoCheatPlus by NoCheatPlus.
the class MovingUtil method checkUntrackedLocation.
/**
* Detect if the given location is an untracked spot. This is spots for
* which a player is at the location, but the moving data has another
* "last to" position set for that player. Note that one matching player
* with "last to" being consistent is enough to let this return null, world spawn is exempted.
* <hr>
* Pre-conditions:<br>
* <li>Context-specific (e.g. activation flags for command, teleport).</li>
* <li>See MovingUtils.shouldCheckUntrackedLocation.</li>
*
* @param loc
* @return Corrected location, if loc is an "untracked location".
*/
public static Location checkUntrackedLocation(final Location loc) {
// TODO: More efficient method to get entities at the same position (might use MCAccess).
final Chunk toChunk = loc.getChunk();
final Entity[] entities = toChunk.getEntities();
MovingData untrackedData = null;
for (int i = 0; i < entities.length; i++) {
final Entity entity = entities[i];
if (entity.getType() != EntityType.PLAYER) {
continue;
}
final Location refLoc = entity.getLocation(useLoc);
// TODO: Exempt other warps -> HASH based exemption (expire by time, keep high count)?
if (TrigUtil.isSamePos(loc, refLoc) && (entity instanceof Player)) {
final Player other = (Player) entity;
final IPlayerData otherPData = DataManager.getPlayerData(other);
final MovingData otherData = otherPData.getGenericInstance(MovingData.class);
final PlayerMoveData otherLastMove = otherData.playerMoves.getFirstPastMove();
if (!otherLastMove.toIsValid) {
// TODO: Consider counting as tracked?
continue;
} else if (TrigUtil.isSamePos(refLoc, otherLastMove.to.getX(), otherLastMove.to.getY(), otherLastMove.to.getZ())) {
// Tracked.
return null;
} else {
// More leniency: allow moving inside of the same block.
if (TrigUtil.isSameBlock(loc, otherLastMove.to.getX(), otherLastMove.to.getY(), otherLastMove.to.getZ()) && !BlockProperties.isPassable(refLoc.getWorld(), otherLastMove.to.getX(), otherLastMove.to.getY(), otherLastMove.to.getZ())) {
continue;
}
untrackedData = otherData;
}
}
}
// Cleanup.
useLoc.setWorld(null);
if (untrackedData == null) {
return null;
} else {
// TODO: Count and log to TRACE_FILE, if multiple locations would match (!).
final PlayerMoveData lastMove = untrackedData.playerMoves.getFirstPastMove();
return new Location(loc.getWorld(), lastMove.to.getX(), lastMove.to.getY(), lastMove.to.getZ(), loc.getYaw(), loc.getPitch());
}
}
use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveData in project NoCheatPlus by NoCheatPlus.
the class MovingListener method workaroundFlyNoFlyTransition.
/**
* Add velocity, in order to work around issues with turning off flying,
* triggering SurvivalFly. Asserts last distances are set.
*
* @param tick
* @param data
*/
private void workaroundFlyNoFlyTransition(final Player player, final int tick, final boolean debug, final MovingData data) {
final PlayerMoveData lastMove = data.playerMoves.getFirstPastMove();
final double amount = guessFlyNoFlyVelocity(player, data.playerMoves.getCurrentMove(), lastMove, data);
// Clear active velocity due to adding actual speed here.
data.clearActiveHorVel();
data.addHorizontalVelocity(new AccountEntry(tick, amount, 1, MovingData.getHorVelValCount(amount)));
data.addVerticalVelocity(new SimpleEntry(lastMove.yDistance, 2));
data.addVerticalVelocity(new SimpleEntry(0.0, 2));
data.setFrictionJumpPhase();
// Reset fall height.
// TODO: Later (e.g. 1.9) check for the ModelFlying, if fall damage is intended.
data.clearNoFallData();
// TODO: Might do without this in case of elytra, needs ensure NoFall doesn't kill the player (...).
player.setFallDistance(0f);
if (debug) {
debug(player, "Fly-nofly transition: Add velocity.");
}
}
use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveData in project NoCheatPlus by NoCheatPlus.
the class MovingListener method checkFallDamageEvent.
private void checkFallDamageEvent(final Player player, final EntityDamageEvent event) {
final IPlayerData pData = DataManager.getPlayerData(player);
final MovingData data = pData.getGenericInstance(MovingData.class);
if (player.isInsideVehicle()) {
// Ignore vehicles (noFallFallDistance will be inaccurate anyway).
data.clearNoFallData();
return;
}
final MovingConfig cc = pData.getGenericInstance(MovingConfig.class);
final PlayerMoveInfo moveInfo = aux.usePlayerMoveInfo();
final double yOnGround = Math.max(cc.noFallyOnGround, cc.yOnGround);
final Location loc = player.getLocation(useLoc);
moveInfo.set(player, loc, null, yOnGround);
final PlayerLocation pLoc = moveInfo.from;
pLoc.collectBlockFlags(yOnGround);
if (event.isCancelled() || !MovingUtil.shouldCheckSurvivalFly(player, pLoc, data, cc, pData) || !noFall.isEnabled(player, pData)) {
data.clearNoFallData();
useLoc.setWorld(null);
aux.returnPlayerMoveInfo(moveInfo);
return;
}
final boolean debug = pData.isDebugActive(CheckType.MOVING_NOFALL);
boolean allowReset = true;
float fallDistance = player.getFallDistance();
final float yDiff = (float) (data.noFallMaxY - loc.getY());
// Raw damage.
final double damage = BridgeHealth.getRawDamage(event);
// TODO: Account for modifiers.
if (debug) {
debug(player, "Damage(FALL/PRE): " + damage + " / mc=" + player.getFallDistance() + " nf=" + data.noFallFallDistance + " yDiff=" + yDiff);
}
// NoFall bypass checks.
if (!data.noFallSkipAirCheck) {
// Cheat: let Minecraft gather and deal fall damage.
/*
* TODO: data.noFallSkipAirCheck is used to skip checking in
* general, thus move into that block or not?
*/
// TODO: Could consider skipping accumulated fall distance for NoFall in general as well.
final float dataDist = Math.max(yDiff, data.noFallFallDistance);
final double dataDamage = NoFall.getDamage(dataDist);
if (damage > dataDamage + 0.5 || dataDamage <= 0.0) {
// TODO: Also relate past y-distance(s) to the fall distance (mc).
// Hot fix: allow fall damage in lava.
/*
* TODO: Correctly model the half fall distance per in-lava move
* and taking fall damage in lava. Should have a block flag for
* this.
*/
final PlayerMoveData firstPastMove = data.playerMoves.getFirstPastMove();
if (pLoc.isOnGround() && pLoc.isInLava() && firstPastMove.toIsValid && firstPastMove.yDistance < 0.0) {
/*
* 1. Strictly someone could attempt to accumulate fall
* damage by help of fast place and pickup lava. 2. There
* are other cases not ending up in lava, but having a
* reduced fall distance (then bigger than nofall data).
*/
if (debug) {
debug(player, "NoFall/Damage: allow fall damage in lava (hotfix).");
}
} else if (noFallVL(player, "fakefall", data, cc)) {
// NOTE: Double violations are possible with the in-air check below.
// TODO: Differing sub checks, once cancel action...
player.setFallDistance(dataDist);
if (dataDamage <= 0.0) {
// Cancel the event.
event.setCancelled(true);
useLoc.setWorld(null);
aux.returnPlayerMoveInfo(moveInfo);
return;
} else {
// Adjust and continue.
if (debug) {
debug(player, "NoFall/Damage: override player fall distance and damage (" + fallDistance + " -> " + dataDist + ").");
}
fallDistance = dataDist;
BridgeHealth.setRawDamage(event, dataDamage);
}
}
}
// Cheat: set ground to true in-air.
// Be sure not to lose that block.
// TODO: What is this and why is it right here?
data.noFallFallDistance += 1.0;
// TODO: Account for liquid too?
if (!pLoc.isOnGround(1.0, 0.3, 0.1) && !pLoc.isResetCond() && !pLoc.isAboveLadder() && !pLoc.isAboveStairs()) {
// Likely: force damage in mid-air by setting on-ground to true.
if (noFallVL(player, "fakeground", data, cc) && data.hasSetBack()) {
// Cancel the event and restore fall distance.
// NoFall data will not be reset
allowReset = false;
}
} else {
// Legitimate damage: clear accounting data.
data.vDistAcc.clear();
// TODO: Why only reset in case of !data.noFallSkipAirCheck?
// TODO: Also reset other properties.
// TODO: Also reset in other cases (moved too quickly)?
}
}
aux.returnPlayerMoveInfo(moveInfo);
// Fall-back check (skip with jump amplifier).
final double maxD = data.jumpAmplifier > 0.0 ? NoFall.getDamage((float) NoFall.getApplicableFallHeight(player, loc.getY(), data)) : NoFall.getDamage(Math.max(yDiff, Math.max(data.noFallFallDistance, fallDistance))) + (allowReset ? 0.0 : Magic.FALL_DAMAGE_DIST);
if (maxD > damage) {
// TODO: respect dealDamage ?
BridgeHealth.setRawDamage(event, maxD);
if (debug) {
debug(player, "Adjust fall damage to: " + maxD);
}
}
if (allowReset) {
// Normal fall damage, reset data.
data.clearNoFallData();
if (debug) {
debug(player, "Reset NoFall data on fall damage.");
}
} else {
// (Do not cancel the event, otherwise: "moved too quickly exploit".)
if (cc.noFallViolationReset) {
data.clearNoFallData();
}
// Add player to hover checks.
if (cc.sfHoverCheck && data.sfHoverTicks < 0) {
data.sfHoverTicks = 0;
hoverTicks.add(player.getName());
}
}
// Entity fall-distance should be reset elsewhere.
// Cleanup.
useLoc.setWorld(null);
}
use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveData in project NoCheatPlus by NoCheatPlus.
the class MovingListener method onMoveMonitorNotCancelled.
/**
* Uses useLoc if in vehicle.
* @param player
* @param from Might use useLoc, but will reset it, if in vehicle.
* @param to Do not use useLoc for this.
* @param now
* @param tick
* @param data
* @param mData
*/
private void onMoveMonitorNotCancelled(final Player player, final Location from, final Location to, final long now, final long tick, final CombinedData data, final MovingData mData, final MovingConfig mCc, final IPlayerData pData) {
final String toWorldName = to.getWorld().getName();
Combined.feedYawRate(player, to.getYaw(), now, toWorldName, data, pData);
// TODO: maybe even not count vehicles at all ?
if (player.isInsideVehicle()) {
// TODO: refine (!).
final Location ref = player.getVehicle().getLocation(useLoc);
// TODO: Consider using to and intercept cheat attempts in another way.
aux.resetPositionsAndMediumProperties(player, ref, mData, mCc);
useLoc.setWorld(null);
// TODO: Can you become invincible by sending special moves?
mData.updateTrace(player, to, tick, mcAccess.getHandle());
} else if (!from.getWorld().getName().equals(toWorldName)) {
// A teleport event should follow.
aux.resetPositionsAndMediumProperties(player, to, mData, mCc);
mData.resetTrace(player, to, tick, mcAccess.getHandle(), mCc);
} else {
// TODO: Detect differing location (a teleport event would follow).
final PlayerMoveData lastMove = mData.playerMoves.getFirstPastMove();
if (!lastMove.toIsValid || !TrigUtil.isSamePos(to, lastMove.to.getX(), lastMove.to.getY(), lastMove.to.getZ())) {
// Something odd happened, e.g. a set back.
aux.resetPositionsAndMediumProperties(player, to, mData, mCc);
} else {
// Normal move, nothing to do.
}
mData.updateTrace(player, to, tick, mcAccess.getHandle());
if (mData.hasTeleported()) {
onPlayerMoveMonitorNotCancelledHasTeleported(player, to, mData, pData, pData.isDebugActive(checkType));
}
}
}
use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveData in project NoCheatPlus by NoCheatPlus.
the class MovingListener method processBounce.
/**
* Adjust data to allow bouncing back and/or removing fall damage.<br>
* yDistance is < 0, the middle of the player is above a slime block (to) +
* on ground. This might be a micro-move onto ground.
*
* @param player
* @param verticalBounce
* @param from
* @param to
* @param data
* @param cc
*/
private void processBounce(final Player player, final double fromY, final double toY, final BounceType bounceType, final int tick, final boolean debug, final MovingData data, final MovingConfig cc, final IPlayerData pData) {
// Prepare velocity.
final double fallDistance = MovingUtil.getRealisticFallDistance(player, fromY, toY, data, pData);
final double base = Math.sqrt(fallDistance) / 3.3;
// Ancient Greek technology with gravity added.
double effect = Math.min(Magic.BOUNCE_VERTICAL_MAX_DIST, base + Math.min(base / 10.0, Magic.GRAVITY_MAX));
final PlayerMoveData lastMove = data.playerMoves.getFirstPastMove();
if (effect > 0.415 && lastMove.toIsValid) {
// Extra cap by last y distance(s).
final double max_gain = Math.abs(lastMove.yDistance < 0.0 ? Math.min(lastMove.yDistance, toY - fromY) : (toY - fromY)) - Magic.GRAVITY_SPAN;
if (max_gain < effect) {
effect = max_gain;
if (debug) {
debug(player, "Cap bounce effect by recent y-distances.");
}
}
}
if (bounceType == BounceType.STATIC_PAST_AND_PUSH) {
/*
* TODO: Find out if relevant and handle here (still use maximum
* cap, but not by y-distance.). Could be the push part is only
* necessary if the player is pushed upwards without prepared
* bounce.
*/
}
// (Actually observed max. is near 3.5.) TODO: Why 3.14 then?
if (debug) {
debug(player, "Set bounce effect (dY=" + fallDistance + " / " + bounceType + "): " + effect);
}
data.noFallSkipAirCheck = true;
// Just bounce for now.
data.verticalBounce = new SimpleEntry(tick, effect, FLAGS_VELOCITY_BOUNCE_BLOCK, 1);
}
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