add pics
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This commit is contained in:
201
simulation.go
201
simulation.go
@@ -3,23 +3,18 @@ package main
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import (
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"encoding/json"
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"fmt"
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"log"
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"math"
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"strconv"
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)
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// Führt die Physik-Simulation durch und prüft auf Cheats
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func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[string]string) (bool, int, []ActiveObstacle) {
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// State parsen
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posY := parseOr(vals["pos_y"], PlayerYBase)
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velY := parseOr(vals["vel_y"], 0.0)
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score := int(parseOr(vals["score"], 0))
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rngStateVal, _ := strconv.ParseInt(vals["rng_state"], 10, 64)
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// Anti-Cheat State laden
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lastJumpDist := parseOr(vals["ac_last_dist"], 0.0)
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suspicionScore := int(parseOr(vals["ac_suspicion"], 0))
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godLives := int(parseOr(vals["p_god_lives"], 0))
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hasBat := vals["p_has_bat"] == "1"
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bootTicks := int(parseOr(vals["p_boot_ticks"], 0))
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rng := NewRNG(rngStateVal)
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@@ -30,24 +25,20 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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obstacles = []ActiveObstacle{}
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}
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// --- ANTI-CHEAT STUFE 2: SPAM SCHUTZ ---
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jumpCount := 0
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for _, inp := range inputs {
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if inp.Act == "JUMP" {
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jumpCount++
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}
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}
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if jumpCount > 8 { // Wer mehr als 8x pro Sekunde springt, ist ein Bot
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log.Printf("🤖 BOT ALARM (Spam): %s sprang %d mal!", sessionID, jumpCount)
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return true, score, obstacles // Player Dead
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}
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playerDead := false
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// --- SIMULATION LOOP ---
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for i := 0; i < totalTicks; i++ {
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currentSpeed := BaseSpeed + (float64(score)/500.0)*0.5
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if currentSpeed > 12.0 {
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currentSpeed = 12.0
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}
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currentJumpPower := JumpPower
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if bootTicks > 0 {
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currentJumpPower = HighJumpPower
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bootTicks--
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}
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// A. INPUT
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didJump := false
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isCrouching := false
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for _, inp := range inputs {
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@@ -61,39 +52,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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// Physik Check
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isGrounded := posY >= PlayerYBase-1.0
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if didJump && isGrounded && !isCrouching {
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velY = JumpPower
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// --- ANTI-CHEAT STUFE 3: HEURISTIK (Perfektes Springen) ---
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// Wir messen den Abstand zum nächsten Hindernis beim Absprung
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nextObsDist := -1.0
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for _, o := range obstacles {
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if o.X > 50.0 { // Erstes Hindernis vor uns
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nextObsDist = o.X - 50.0
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break
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}
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}
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if nextObsDist > 0 {
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// Bot-Check: Springt er immer exakt bei "75.5" Pixel Abstand?
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diff := math.Abs(nextObsDist - lastJumpDist)
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if diff < 1.0 {
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// Abstand ist fast identisch zum letzten Sprung -> Verdächtig
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suspicionScore++
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} else {
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// Menschliche Varianz -> Reset (oder verringern)
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if suspicionScore > 0 {
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suspicionScore--
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}
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}
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lastJumpDist = nextObsDist
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}
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}
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// ... (Restliche Physik wie gehabt) ...
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currentHeight := PlayerHeight
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if isCrouching {
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currentHeight = PlayerHeight / 2
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@@ -102,9 +61,12 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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if didJump && isGrounded && !isCrouching {
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velY = currentJumpPower
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}
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velY += Gravity
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posY += velY
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if posY > PlayerYBase {
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posY = PlayerYBase
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velY = 0
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@@ -115,62 +77,92 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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hitboxY = posY + (PlayerHeight - currentHeight)
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}
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// B. OBSTACLES
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nextObstacles := []ActiveObstacle{}
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rightmostX := 0.0
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for _, obs := range obstacles {
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obs.X -= GameSpeed
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obs.X -= currentSpeed
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if obs.X+obs.Width < 50.0 {
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if obs.X+obs.Width < -50.0 {
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continue
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}
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// Hitbox
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paddingX := 5.0
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paddingY_Top := 5.0
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paddingY_Bottom := 5.0
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pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX
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pTop, pBottom := hitboxY+paddingY_Top, hitboxY+currentHeight-paddingY_Bottom
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oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX
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oTop, oBottom := obs.Y+paddingY_Top, obs.Y+obs.Height-paddingY_Bottom
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if pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom {
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playerDead = true
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paddingX := 10.0
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paddingY_Top := 10.0
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if obs.Type == "teacher" {
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paddingY_Top = 25.0
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}
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if obs.X+obs.Width > -100 {
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nextObstacles = append(nextObstacles, obs)
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if obs.X+obs.Width > rightmostX {
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rightmostX = obs.X + obs.Width
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pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX
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pTop, pBottom := hitboxY+paddingY_Top, hitboxY+currentHeight-5.0
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oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX
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oTop, oBottom := obs.Y+paddingY_Top, obs.Y+obs.Height-5.0
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isCollision := pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom
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if isCollision {
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if obs.Type == "coin" {
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score += 2000
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continue
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} else if obs.Type == "powerup" {
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if obs.ID == "p_god" {
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godLives = 3
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}
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if obs.ID == "p_bat" {
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hasBat = true
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}
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if obs.ID == "p_boot" {
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bootTicks = 600
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}
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continue
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} else {
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if hasBat && obs.Type == "teacher" {
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hasBat = false
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continue
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}
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if godLives > 0 {
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godLives--
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continue
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}
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playerDead = true
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}
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}
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nextObstacles = append(nextObstacles, obs)
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if obs.X+obs.Width > rightmostX {
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rightmostX = obs.X + obs.Width
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}
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}
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obstacles = nextObstacles
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// C. SPAWNING
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if rightmostX < GameWidth-10.0 {
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rawGap := 400.0 + rng.NextRange(0, 500)
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gap := float64(int(rawGap))
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gap := float64(int(400.0 + rng.NextRange(0, 500)))
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spawnX := rightmostX + gap
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if spawnX < GameWidth {
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spawnX = GameWidth
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}
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isBossPhase := (score % 1500) > 1200
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var possibleDefs []ObstacleDef
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for _, d := range defaultConfig.Obstacles {
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if d.ID == "eraser" {
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if score >= 500 {
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if isBossPhase {
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if d.ID == "principal" || d.ID == "trashcan" {
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possibleDefs = append(possibleDefs, d)
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}
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} else {
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if d.ID == "principal" {
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continue
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}
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if d.ID == "eraser" && score < 500 {
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continue
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}
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possibleDefs = append(possibleDefs, d)
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}
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}
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def := rng.PickDef(possibleDefs)
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if def != nil && def.CanTalk {
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if rng.NextFloat() > 0.7 {
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rng.NextFloat()
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@@ -178,14 +170,21 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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if def != nil {
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spawnY := GroundY - def.Height - def.YOffset
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obstacles = append(obstacles, ActiveObstacle{
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ID: def.ID,
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X: spawnX,
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Y: spawnY,
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Width: def.Width,
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Height: def.Height,
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})
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if def.Type == "powerup" && rng.NextFloat() > 0.1 {
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def = nil
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}
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if def != nil {
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spawnY := GroundY - def.Height - def.YOffset
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obstacles = append(obstacles, ActiveObstacle{
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ID: def.ID,
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Type: def.Type,
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X: spawnX,
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Y: spawnY,
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Width: def.Width,
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Height: def.Height,
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})
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}
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}
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}
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@@ -196,23 +195,21 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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// Ban Hammer für Bots
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if suspicionScore > 8 {
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log.Printf("🤖 BOT ALARM (Heuristik): %s springt zu perfekt!", sessionID)
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playerDead = true
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obsJson, _ := json.Marshal(obstacles)
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batStr := "0"
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if hasBat {
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batStr = "1"
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}
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// State speichern
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obsJson, _ := json.Marshal(obstacles)
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rdb.HSet(ctx, "session:"+sessionID, map[string]interface{}{
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"score": score,
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"pos_y": fmt.Sprintf("%f", posY),
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"vel_y": fmt.Sprintf("%f", velY),
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"rng_state": rng.State,
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"obstacles": string(obsJson),
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// Anti-Cheat Daten mitspeichern
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"ac_last_dist": fmt.Sprintf("%f", lastJumpDist),
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"ac_suspicion": suspicionScore,
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"score": score,
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"pos_y": fmt.Sprintf("%f", posY),
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"vel_y": fmt.Sprintf("%f", velY),
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"rng_state": rng.State,
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"obstacles": string(obsJson),
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"p_god_lives": godLives,
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"p_has_bat": batStr,
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"p_boot_ticks": bootTicks,
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})
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return playerDead, score, obstacles
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