use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveInfo in project NoCheatPlus by NoCheatPlus.
the class AuxMoving method resetPositionsAndMediumProperties.
/**
* Convenience method to do both data.resetPositions and
* data.adjustMediumProperties, wrapping given loc with a PlayerLocation
* instance.
*
* @param player
* @param loc
* @param data
* @param cc
*/
public void resetPositionsAndMediumProperties(final Player player, final Location loc, final MovingData data, final MovingConfig cc) {
final PlayerMoveInfo moveInfo = usePlayerMoveInfo();
moveInfo.set(player, loc, null, cc.yOnGround);
data.resetPlayerPositions(moveInfo.from);
data.adjustMediumProperties(moveInfo.from);
returnPlayerMoveInfo(moveInfo);
}
use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveInfo in project NoCheatPlus by NoCheatPlus.
the class AuxMoving method clear.
/**
* Clear parked MovingInfo instances. Called on reload and data removal and
* setMCAccess.
*/
public void clear() {
// (Players)
for (final PlayerMoveInfo info : parkedPlayerMoveInfo) {
info.cleanup();
}
parkedPlayerMoveInfo.clear();
// (Vehicles)
for (final VehicleMoveInfo info : parkedVehicleMoveInfo) {
info.cleanup();
}
parkedVehicleMoveInfo.clear();
}
use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveInfo 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.PlayerMoveInfo in project NoCheatPlus by NoCheatPlus.
the class MovingListener method handleEntityToggleGlideEvent.
/**
* @param entity
* @param isGliding
* @return True, if the event is to be cancelled.
*/
private boolean handleEntityToggleGlideEvent(final Entity entity, final boolean isGliding) {
// Ignore non players.
if (!(entity instanceof Player)) {
return false;
}
final Player player = (Player) entity;
if (isGliding && !Bridge1_9.isGlidingWithElytra(player)) {
// Includes check for elytra item.
final PlayerMoveInfo info = aux.usePlayerMoveInfo();
// Only restrict very near ground.
info.set(player, player.getLocation(info.useLoc), null, 0.001);
final IPlayerData pData = DataManager.getPlayerData(player);
final MovingData data = pData.getGenericInstance(MovingData.class);
final boolean res = !MovingUtil.canLiftOffWithElytra(player, info.from, data);
info.cleanup();
aux.returnPlayerMoveInfo(info);
if (res && pData.isDebugActive(checkType)) {
debug(player, "Prevent toggle glide on.");
}
return res;
}
return false;
}
use of fr.neatmonster.nocheatplus.checks.moving.model.PlayerMoveInfo in project NoCheatPlus by NoCheatPlus.
the class MovingListener method checkOnTickHover.
/**
* Check for hovering.<br>
* NOTE: Makes use of useLoc, without resetting it.
*/
private void checkOnTickHover() {
// Pessimistic.
final List<String> rem = new ArrayList<String>(hoverTicks.size());
final PlayerMoveInfo info = aux.usePlayerMoveInfo();
for (final String playerName : hoverTicks) {
// TODO: put players into the set (+- one tick would not matter ?)
// TODO: might add an online flag to data !
final Player player = DataManager.getPlayerExact(playerName);
if (player == null || !player.isOnline()) {
rem.add(playerName);
continue;
}
final IPlayerData pData = DataManager.getPlayerData(player);
final MovingData data = pData.getGenericInstance(MovingData.class);
if (player.isDead() || player.isSleeping() || player.isInsideVehicle()) {
data.sfHoverTicks = -1;
// (Removed below.)
}
if (data.sfHoverTicks < 0) {
data.sfHoverLoginTicks = 0;
rem.add(playerName);
continue;
} else if (data.sfHoverLoginTicks > 0) {
// Additional "grace period".
data.sfHoverLoginTicks--;
continue;
}
final MovingConfig cc = pData.getGenericInstance(MovingConfig.class);
// Check if enabled at all.
if (!cc.sfHoverCheck) {
rem.add(playerName);
data.sfHoverTicks = -1;
continue;
}
// Increase ticks here.
data.sfHoverTicks += hoverTicksStep;
if (data.sfHoverTicks < cc.sfHoverTicks) {
// Don't do the heavier checking here, let moving checks reset these.
continue;
}
if (checkHover(player, data, cc, pData, info)) {
rem.add(playerName);
}
}
hoverTicks.removeAll(rem);
aux.returnPlayerMoveInfo(info);
}
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