bug fixes
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This commit is contained in:
110
simulation.go
110
simulation.go
@@ -3,23 +3,29 @@ 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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func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[string]string) (bool, int, []ActiveObstacle) {
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// State laden
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// --- 1. STATE LADEN ---
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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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// NEU: Wir laden die bisher vergangene Zeit (Ticks)
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ticksAlive := int(parseOr(vals["total_ticks"], 0))
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ticksAlive := int(parseOr(vals["total_ticks"], 0)) // Zeit-Basis
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rngStateVal, _ := strconv.ParseInt(vals["rng_state"], 10, 64)
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// Powerups
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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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// Anti-Cheat State laden (Wichtig für Heuristik über Chunks hinweg)
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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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rng := NewRNG(rngStateVal)
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var obstacles []ActiveObstacle
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@@ -29,26 +35,42 @@ 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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// DEBUG: Start des Chunks
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// log.Printf("[%s] Simulating Chunk: %d Ticks, Score: %d", sessionID, totalTicks, score)
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// --- ANTI-CHEAT 1: SPAM SCHUTZ ---
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// Wer mehr als 10x pro Sekunde springt, ist ein Bot oder nutzt ein Makro
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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 > 10 {
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log.Printf("🤖BOT-ALARM [%s]: Spammt Sprünge (%d Inputs)", sessionID, jumpCount)
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return true, score, obstacles // Sofort tot
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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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// WICHTIG: Wir erhöhen die Zeit
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ticksAlive++
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// LOGIK FIX: Geschwindigkeit basiert jetzt auf ZEIT (Ticks), nicht Score!
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// 3000 Ticks = ca. 50 Sekunden. Da wird es schneller.
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// Speed Scaling (Zeitbasiert)
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currentSpeed := BaseSpeed + (float64(ticksAlive)/3000.0)*0.5
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if currentSpeed > 12.0 {
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currentSpeed = 12.0
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if currentSpeed > 20.0 {
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currentSpeed = 20.0
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}
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// Jump Power (Boots Powerup)
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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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// Input Verarbeitung
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// 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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@@ -62,20 +84,47 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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// Physik
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// Physik Status
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isGrounded := posY >= PlayerYBase-1.0
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currentHeight := PlayerHeight
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if isCrouching {
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currentHeight = PlayerHeight / 2
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if !isGrounded {
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velY += 2.0
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} // Fast fall
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}
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// Springen & ANTI-CHEAT 2 (Heuristik)
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if didJump && isGrounded && !isCrouching {
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velY = currentJumpPower
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// Wir messen den Abstand zum nächsten Hindernis beim Absprung
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var distToObs float64 = -1.0
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for _, o := range obstacles {
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if o.X > 50.0 { // Das nächste Hindernis vor uns
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distToObs = o.X - 50.0
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break
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}
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}
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// Bot Check: Wenn der Abstand IMMER gleich ist (z.B. exakt 75.5px)
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if distToObs > 0 {
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diff := math.Abs(distToObs - lastJumpDist)
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if diff < 1.0 {
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// Verdächtig perfekt wiederholt
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suspicionScore++
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} else {
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// Menschliche Varianz -> Verdacht senken
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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 = distToObs
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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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// Physik Anwendung
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velY += Gravity
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posY += velY
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if posY > PlayerYBase {
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@@ -88,7 +137,7 @@ 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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// Obstacles
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// Hindernisse bewegen & Kollision
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nextObstacles := []ActiveObstacle{}
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rightmostX := 0.0
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@@ -99,10 +148,9 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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continue
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}
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// Passed Check (Verhindert Hängenbleiben an "toten" Objekten)
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// Passed Check (Verhindert "Geister-Kollision" von hinten)
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paddingX := 10.0
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if obs.X+obs.Width-paddingX < 55.0 {
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// Schon vorbei -> Keine Kollision mehr prüfen
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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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@@ -124,7 +172,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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if isCollision {
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if obs.Type == "coin" {
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score += 2000 // Score Bonus macht das Spiel nicht mehr kaputt!
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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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@@ -138,14 +186,19 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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continue
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} else {
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// Kollision mit Gegner
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if hasBat && obs.Type == "teacher" {
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hasBat = false
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log.Printf("[%s] ⚾ Bat used on %s", sessionID, obs.ID)
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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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log.Printf("[%s] 🛡️ Godmode saved life (%d left)", sessionID, godLives)
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continue
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}
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log.Printf("💀 DEATH [%s]: Hit %s at Tick %d", sessionID, obs.ID, ticksAlive)
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playerDead = true
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}
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}
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@@ -165,10 +218,9 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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spawnX = GameWidth
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}
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// LOGIK FIX: Boss Phase basiert auf ZEIT (Ticks)
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isBossPhase := (ticksAlive % 1500) > 1200
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var possibleDefs []ObstacleDef
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for _, d := range defaultConfig.Obstacles {
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if isBossPhase {
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if d.ID == "principal" || d.ID == "trashcan" {
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@@ -178,7 +230,6 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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if d.ID == "principal" {
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continue
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}
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// Eraser kommt ab Tick 3000 (ca. 50 sekunden)
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if d.ID == "eraser" && ticksAlive < 3000 {
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continue
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}
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@@ -197,6 +248,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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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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@@ -207,12 +259,19 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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if !playerDead {
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score++ // Basis-Score läuft normal weiter
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score++
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} else {
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break
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}
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}
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// --- ANTI-CHEAT CHECK (Ergebnis) ---
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if suspicionScore > 10 {
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log.Printf("🤖BOT-ALARM [%s]: Zu perfekte Sprünge (Heuristik Fail)", sessionID)
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playerDead = true
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}
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// --- SPEICHERN ---
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obsJson, _ := json.Marshal(obstacles)
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batStr := "0"
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if hasBat {
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@@ -221,7 +280,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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rdb.HSet(ctx, "session:"+sessionID, map[string]interface{}{
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"score": score,
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"total_ticks": ticksAlive, // NEU: Speichern
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"total_ticks": ticksAlive,
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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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@@ -229,6 +288,9 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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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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// AC Daten speichern für nächsten Chunk
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"ac_last_dist": fmt.Sprintf("%f", lastJumpDist),
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"ac_suspicion": suspicionScore,
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})
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return playerDead, score, obstacles
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@@ -7,7 +7,7 @@ function updateGameLogic() {
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// 2. Geschwindigkeit (Basiert auf ZEIT/Ticks, nicht Score!)
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// Formel: Start bei 5, erhöht sich alle 3000 Ticks (ca. 50 Sek) um 0.5
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let currentSpeed = 5 + (currentTick / 3000.0) * 0.5;
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if (currentSpeed > 12.0) currentSpeed = 12.0; // Max Speed Cap
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if (currentSpeed > 20.0) currentSpeed = 20.0; // Max Speed Cap
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// 3. Spieler Physik & Größe
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const originalHeight = 50;
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