231 lines
5.0 KiB
Go
231 lines
5.0 KiB
Go
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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rng := NewRNG(rngStateVal)
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var obstacles []ActiveObstacle
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if val, ok := vals["obstacles"]; ok && val != "" {
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json.Unmarshal([]byte(val), &obstacles)
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} else {
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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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// 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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if inp.Tick == i {
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if inp.Act == "JUMP" {
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didJump = true
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}
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if inp.Act == "DUCK" {
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isCrouching = true
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}
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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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if !isGrounded {
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velY += 2.0
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}
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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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}
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hitboxY := posY
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if isCrouching {
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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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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 := 10.0
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paddingY_Top := 25.0
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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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}
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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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}
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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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spawnX := rightmostX + gap
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if spawnX < GameWidth {
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spawnX = GameWidth
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}
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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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possibleDefs = append(possibleDefs, d)
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}
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} else {
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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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}
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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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}
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}
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if !playerDead {
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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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// 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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}
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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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})
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return playerDead, score, obstacles
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}
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func parseOr(s string, def float64) float64 {
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if s == "" {
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return def
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}
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v, err := strconv.ParseFloat(s, 64)
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if err != nil {
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return def
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}
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return v
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}
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