public String getParameter(WildCard wildcard, NoCheatPlayer player) { switch (wildcard) { case VIOLATIONS: return String.format(Locale.US, "%d", (int) player.getData().moving.runflyVL); default: return super.getParameter(wildcard, player); } }
/** Calculate if and how much the player "failed" this check. */ public void check(NoCheatPlayer player, MovingData data, MovingConfig cc) { // If the player is serverside in creative mode, we have to stop here to // avoid hurting him when he switches back to "normal" mode if (player.isCreative()) { data.fallDistance = 0F; data.lastAddedFallDistance = 0F; return; } // This check is pretty much always a step behind for technical reasons. if (data.fromOnOrInGround) { // Start with zero fall distance data.fallDistance = 0F; } if (cc.nofallaggressive && data.fromOnOrInGround && data.toOnOrInGround && data.from.y <= data.to.y && player.getPlayer().getFallDistance() > 3.0F) { data.fallDistance = player.getPlayer().getFallDistance(); data.nofallVL += data.fallDistance; incrementStatistics(player, Id.MOV_NOFALL, data.fallDistance); // Execute whatever actions are associated with this check and the // violation level and find out if we should cancel the event final boolean cancel = executeActions(player, cc.nofallActions, data.nofallVL); if (cancel) { player.dealFallDamage(); } data.fallDistance = 0F; } // If we increased fall height before for no good reason, reduce now by // the same amount if (player.getPlayer().getFallDistance() > data.lastAddedFallDistance) { player .getPlayer() .setFallDistance(player.getPlayer().getFallDistance() - data.lastAddedFallDistance); } data.lastAddedFallDistance = 0; // We want to know if the fallDistance recorded by the game is smaller // than the fall distance recorded by the plugin final float difference = data.fallDistance - player.getPlayer().getFallDistance(); if (difference > 1.0F && data.toOnOrInGround && data.fallDistance > 2.0F) { data.nofallVL += difference; incrementStatistics(player, Id.MOV_NOFALL, difference); // Execute whatever actions are associated with this check and the // violation level and find out if we should cancel the event final boolean cancel = executeActions(player, cc.nofallActions, data.nofallVL); // If "cancelled", the fall damage gets dealt in a way that's // visible to other plugins if (cancel) { // Increase the fall distance a bit :) final float totalDistance = data.fallDistance + difference * (cc.nofallMultiplier - 1.0F); player.getPlayer().setFallDistance(totalDistance); } data.fallDistance = 0F; } // Increase the fall distance that is recorded by the plugin, AND set // the fall distance of the player // to whatever he would get with this move event. This modifies // Minecrafts fall damage calculation // slightly, but that's still better than ignoring players that try to // use "teleports" or "stepdown" // to avoid falldamage. It is only added for big height differences // anyway, as to avoid to much deviation // from the original Minecraft feeling. final double oldY = data.from.y; final double newY = data.to.y; if (oldY > newY) { final float dist = (float) (oldY - newY); data.fallDistance += dist; if (dist > 1.0F) { data.lastAddedFallDistance = dist; player.getPlayer().setFallDistance(player.getPlayer().getFallDistance() + dist); } else { data.lastAddedFallDistance = 0.0F; } } else { data.lastAddedFallDistance = 0.0F; } // Reduce falldamage violation level data.nofallVL *= 0.95D; return; }
public PreciseLocation check(NoCheatPlayer player, MovingData data, CCMoving ccmoving) { final PreciseLocation setBack = data.runflySetBackPoint; final PreciseLocation from = data.from; final PreciseLocation to = data.to; if (!setBack.isSet()) { setBack.set(from); } final double yDistance = to.y - from.y; // Calculate some distances final double xDistance = to.x - from.x; final double zDistance = to.z - from.z; final double horizontalDistance = Math.sqrt((xDistance * xDistance + zDistance * zDistance)); double resultHoriz = 0; double resultVert = 0; double result = 0; PreciseLocation newToLocation = null; // In case of creative gamemode, give at least 0.60 speed limit // horizontal double speedLimitHorizontal = player.isCreative() ? Math.max(creativeSpeed, ccmoving.flyingSpeedLimitHorizontal) : ccmoving.flyingSpeedLimitHorizontal; speedLimitHorizontal *= player.getSpeedAmplifier(); resultHoriz = Math.max(0.0D, horizontalDistance - data.horizFreedom - speedLimitHorizontal); boolean sprinting = player.isSprinting(); data.bunnyhopdelay--; // Did he go too far? if (resultHoriz > 0 && sprinting) { // Try to treat it as a the "bunnyhop" problem if (data.bunnyhopdelay <= 0 && resultHoriz < 0.4D) { data.bunnyhopdelay = 3; resultHoriz = 0; } } resultHoriz *= 100; // super simple, just check distance compared to max distance resultVert = Math.max(0.0D, yDistance - data.vertFreedom - ccmoving.flyingSpeedLimitVertical) * 100; result = resultHoriz + resultVert; if (result > 0) { // Increment violation counter data.runflyVL += result; if (resultHoriz > 0) { data.runflyRunningTotalVL += resultHoriz; data.runflyRunningFailed++; } if (resultVert > 0) { data.runflyFlyingTotalVL += resultVert; data.runflyFlyingFailed++; } boolean cancel = executeActions(player, ccmoving.flyingActions.getActions(data.runflyVL)); // Was one of the actions a cancel? Then really do it if (cancel) { newToLocation = setBack; } } // Slowly reduce the level with each event data.runflyVL *= 0.97; // Some other cleanup 'n' stuff if (newToLocation == null) { setBack.set(to); } return newToLocation; }