feat(Bouncer): add portal validation to block portal exploit

Co-authored-by: LaoSparrow <laosparrow@outlook.com>
Co-authored-by: RuyouSunshine <221790696+RuyouSunshine@users.noreply.github.com>
Co-authored-by: 肝帝熙恩 <111548550+thexn@users.noreply.github.com>
This commit is contained in:
ACaiCat 2025-07-22 12:59:46 +08:00
parent 6b90df5e11
commit 8f596968e1

View file

@ -1308,6 +1308,56 @@ namespace TShockAPI
return;
}
// If the created projectile is a Portal Gun Bolt but the player isn't holding a Portal Gun,
// reject the projectile as this indicates potential cheating.
if (type == ProjectileID.PortalGunBolt)
{
if (args.Player.SelectedItem.type != ItemID.PortalGun)
{
TShock.Log.ConsoleDebug(GetString("Bouncer / OnNewProjectile rejected from portal gun bolt from {0} (not holding portal gun)", args.Player.Name));
args.Player.RemoveProjectile(ident, owner);
args.Handled = true;
}
}
// Portal Gun Gate projectiles must meet several validation criteria:
// 1. The angle must be within valid discrete directions (45 degree increments)
// 2. Must have an active PortalGunBolt projectile associated
// 3. The bolt position must match the expected position
if (type == ProjectileID.PortalGunGate)
{
// Validate the gate angle is one of 8 possible cardinal directions (every 45 degrees)
var wrappedAngle = MathHelper.WrapAngle(ai[0]);
var discreteDirection = (int)Math.Round(wrappedAngle / (MathF.PI / 4f));
if (discreteDirection is < -3 or > 4)
{
TShock.Log.ConsoleDebug(GetString("Bouncer / OnNewProjectile rejected from portal gate from {0} (invalid angle: {1})", args.Player.Name, discreteDirection));
args.Player.RemoveProjectile(ident, owner);
args.Handled = true;
return;
}
// Validate we found an active bolt projectile
var boltProjectileData = args.Player.RecentlyCreatedProjectiles.FirstOrDefault(p => Main.projectile[p.Index].type == ProjectileID.PortalGunBolt);
if (boltProjectileData.Type == 0 || boltProjectileData.Killed)
{
TShock.Log.ConsoleDebug(GetString("Bouncer / OnNewProjectile rejected from portal gate from {0} (invalid angle: {1})", args.Player.Name, discreteDirection));
args.Player.RemoveProjectile(ident, owner);
args.Handled = true;
return;
}
// Validate the bolt position matches where the gate is being placed
var boltProjectile = Main.projectile[boltProjectileData.Index];
if (boltProjectile.position.Equals(args.Position))
{
TShock.Log.ConsoleDebug(GetString("Bouncer / OnNewProjectile rejected from portal gate from {0} (position mismatch)", args.Player.Name));
args.Player.RemoveProjectile(ident, owner);
args.Handled = true;
return;
}
}
if (!TShock.Config.Settings.IgnoreProjUpdate && !args.Player.HasPermission(Permissions.ignoreprojectiledetection))
{
if (type == ProjectileID.BlowupSmokeMoonlord