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https://github.com/OpenFusionProject/OpenFusion.git
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Basic Anti rapidfire
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parent
6baa0c5b07
commit
ddc7caf959
@ -33,9 +33,6 @@ void GroupManager::requestGroup(CNSocket* sock, CNPacketData* data) {
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otherPlr = PlayerManager::getPlayerFromID(otherPlr->iIDGroup);
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if (otherPlr == nullptr)
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return;
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if (otherPlr == nullptr)
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return;
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@ -1074,6 +1074,7 @@ void ItemManager::setItemStats(Player* plr) {
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plr->pointDamage = 8 + plr->level * 2;
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plr->groupDamage = 8 + plr->level * 2;
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plr->fireRate = 0;
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plr->defense = 16 + plr->level * 4;
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Item* itemStatsDat;
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@ -1086,6 +1087,7 @@ void ItemManager::setItemStats(Player* plr) {
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}
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plr->pointDamage += itemStatsDat->pointDamage;
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plr->groupDamage += itemStatsDat->groupDamage;
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plr->fireRate += itemStatsDat->fireRate;
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plr->defense += itemStatsDat->defense;
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}
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}
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@ -23,7 +23,7 @@ namespace ItemManager {
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};
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struct Item {
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bool tradeable, sellable;
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int buyPrice, sellPrice, stackSize, level, rarity, pointDamage, groupDamage, defense, gender; // TODO: implement more as needed
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int buyPrice, sellPrice, stackSize, level, rarity, pointDamage, groupDamage, fireRate, defense, gender; // TODO: implement more as needed
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};
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// hopefully this is fine since it's never modified after load
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extern std::map<std::pair<int32_t, int32_t>, Item> ItemData; // <id, type> -> data
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@ -62,6 +62,21 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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return;
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}
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// rapid fire anti-cheat
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time_t currTime = getTime();
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if (currTime - plr->lastShot < plr->fireRate * 80)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
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else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
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plr->lastShot = currTime;
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if (pkt->iNPCCnt > 3) // 3+ targets should never be possible
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plr->suspicionRating += 10000;
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if (plr->suspicionRating > 10000) // kill the socket when the player is too suspicious
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sock->kill();
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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@ -1389,6 +1404,18 @@ void MobManager::projectileHit(CNSocket* sock, CNPacketData* data) {
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return;
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}
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// rapid fire anti-cheat
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time_t currTime = getTime();
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if (currTime - plr->lastShot < plr->fireRate * 80)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
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else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
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plr->lastShot = currTime;
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if (plr->suspicionRating > 10000) // kill the socket when the player is too suspicious
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sock->kill();
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/*
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* initialize response struct
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* rocket style hit doesn't work properly, so we're always sending this one
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@ -57,6 +57,7 @@ struct Player {
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int pointDamage;
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int groupDamage;
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int fireRate;
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int defense;
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int64_t aQuestFlag[16];
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@ -85,4 +86,7 @@ struct Player {
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ChunkPos chunkPos;
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std::set<Chunk*>* viewableChunks;
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time_t lastHeartbeat;
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int suspicionRating;
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time_t lastShot;
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};
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@ -157,6 +157,7 @@ void TableData::init() {
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itemData.level = item["m_iMinReqLev"];
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itemData.pointDamage = item["m_iPointRat"];
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itemData.groupDamage = item["m_iGroupRat"];
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itemData.fireRate = item["m_iDelayTime"];
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itemData.defense = item["m_iDefenseRat"];
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itemData.gender = item["m_iReqSex"];
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} else {
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