Snippet Anti Maphack

Nestharus

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JASS:

library AMH /* v1.0.0.3
*************************************************************************************
*
*   This will only stop maphack programs and will only work if the user attempts to
*   do anything to a unit. This will not stop the user from simply viewing the map
*   or units on the map.
*
*   This can be useful for keeping users from targeting units with spells (teleport etc)
*   as well as from controlling enemy units as well as from controlling their own units in
*   cases where their own units have no sight.
*
*   All of the SelectUnit stuff works fine with this, but the order stuff will not. If ordering
*   an active player unit to target something that's not visible to that player, this will
*   fire. However, non visible units can be ordered to do things.
*
*   This is a simple copy and paste.
*
*   This will notify other players in the game of the cheat as well as remove the cheating player from
*   the game.
*
************************************************************************************/
    globals
        private boolean s=false
        private timer e=CreateTimer()
    endglobals
    private function E takes nothing returns nothing
        set s=false
    endfunction
    private function S takes nothing returns boolean
        local player p=GetTriggerPlayer()
        if (not s and not IsUnitVisible(GetTriggerUnit(),p)) then
            call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,GetPlayerName(p) + " has cheated")
            if (p==GetLocalPlayer()) then
                call EndGame(false)
            endif
        else
            call TimerStart(e,0,false,function E)
        endif
        set p=null
        return false
    endfunction
    private function S2 takes nothing returns boolean
        local player p=GetTriggerPlayer()
        if (not s and GetOrderTargetUnit() != null and not IsUnitVisible(GetOrderTargetUnit(),p) and GetIssuedOrderId()!=851973) then
            call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,GetPlayerName(p) + " has cheated")
            if (p==GetLocalPlayer()) then
                call EndGame(false)
            endif
        endif
        set p=null
        return false
    endfunction
    private module I
        private static method onInit takes nothing returns nothing
            local integer i=11
            local trigger t=CreateTrigger()
            local trigger t2=CreateTrigger()
            local player p
            call TriggerAddCondition(t,Condition(function S))
            call TriggerAddCondition(t2,Condition(function S2))
            loop
                set p=Player(i)
                if (GetPlayerController(p)==MAP_CONTROL_USER and GetPlayerSlotState(p)==PLAYER_SLOT_STATE_PLAYING) then
                    call TriggerRegisterPlayerUnitEvent(t,p,EVENT_PLAYER_UNIT_SELECTED,null)
                    call TriggerRegisterPlayerUnitEvent(t2,p,EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER,null)
                endif
                exitwhen 0==i
                set i=i-1
            endloop
            set p=null
            set t=null
            set t2=null
        endmethod
    endmodule
    private struct N extends array
        implement I
    endstruct
    private function SUF takes unit u,boolean f returns nothing
        set s=true
    endfunction
    private function SU takes unit u returns nothing
        set s=true
    endfunction
    private function SUP takes unit u,player p returns nothing
        set s=true
    endfunction
    private function SG takes group g returns nothing
        set s=true
    endfunction
    private function SGP takes group g, player p returns nothing
        set s=true
    endfunction
    hook SelectUnit SUF
    hook SelectUnitAdd SU
    hook SelectUnitAddForPlayer SUP
    hook SelectUnitForPlayerSingle SUP
    hook SelectUnitSingle SU
    hook SelectGroupBJ SG
    hook SelectGroupForPlayerBJ SGP
endlibrary
 
Does this work perfectly? I also thought that if you target a unit that isn't visible, it'd just give you a "Must explore area" error message?
 
This won't work, most maphacks have an option to prevent target clicks and selection of unseen units.
 
This won't work, most maphacks have an option to prevent target clicks and selection of unseen units.

JASS:
*   This will only stop maphack programs and will only work if the user attempts to
*   do anything to a unit. This will not stop the user from simply viewing the map
*   or units on the map.

>.>
 
So, in that case, you're saying it's mostly useless? :p
 
no, I'm saying it's 100% useless ; P

It just prevents cheaters from actually manipulating units they can't see =), so this script is still extremely useful.
 
SelectUnit fix update.


However, this won't work well if player units are order to do things targeting things not visible by the owning players =P.
 
JASS:
    private function SUF takes unit u,boolean f returns nothing
        set s=true
    endfunction
    private function SU takes unit u returns nothing
        set s=true
    endfunction
    private function SUP takes unit u,player p returns nothing
        set s=true
    endfunction
    private function SG takes group g returns nothing
        set s=true
    endfunction
    private function SGP takes group g, player p returns nothing
        set s=true
    endfunction
    hook SelectUnit SUF
    hook SelectUnitAdd SU
    hook SelectUnitAddForPlayer SUP
    hook SelectUnitForPlayerSingle SUP
    hook SelectUnitSingle SU
    hook SelectGroupBJ SG
    hook SelectGroupForPlayerBJ SGP
->
JASS:
    private function SU takes unit u returns nothing
        set s=true
    endfunction

    hook SelectUnit SU
    hook SelectUnitAdd SU
    hook SelectUnitAddForPlayer SU
    hook SelectUnitForPlayerSingle SU
    hook SelectUnitSingle SU
    hook SelectGroupBJ SU
    hook SelectGroupForPlayerBJ SU
?

JASS:
*   This will notify other players in the game of the cheat as well as remove the cheating player from
*   the game.

There should be constant booleans for both of these to make them options.
 
Ah, I thought not taking any arguments might solve that. boo, vex.

Code looks fine aside from that.

Approved.
 
Doesn't work properly. This script is kicking players at random when they aren't even using MH.
 
how was this approved in the first place, this script never would have worked in the first place
 
Yea, it's pretty hackish atm. It's not approved at THW atm for a reason ; ).


There are just tons of orders that order the unit off the screen etc... I think I only have the stun one captured right now.


Also, this doesn't hook all of the issue unit order event things.


I'm going to get to working on this again eventually, but I got a billion resources to update, so it'll probably be a while before I get this working ; |.
 
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