feat: add parkour moves and template-based path execution system
Phase 2.2: MoveParkour for sprint-jump across 1-2 block gaps (distance 2-3)
and ascending parkour (distance 2, +1Y). Registered in BuildDefaultMoves
with CalculationContext.AllowParkour gating.
Phase 3.1-3.2: Template execution engine replacing the waypoint queue system.
- IActionTemplate interface with per-tick state machine pattern
- Templates: Walk, Ascend, Descend, Climb, Fall, SprintJump
- ActionTemplateFactory maps MoveType to the correct template
- PathExecutor drives sequential template execution with logging
- PathSegmentManager handles replanning on failure (up to 5 retries)
- McClient integration: MoveToAStar now creates PathSegmentManager,
UpdatePathfindingInput delegates to it, CancelMovement/ClientIsMoving
updated for both old and new systems.
Tested on 1.21.11: straight walk, zigzag maze, stair ascent,
1-gap and 2-gap sprint jumps all pass.
Made-with: Cursor
2026-04-11 12:46:38 +08:00
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using System;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Pathing.Execution.Templates;
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namespace MinecraftClient.Pathing.Execution
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{
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/// <summary>
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/// Maps a PathSegment (MoveType + start/end) to the appropriate IActionTemplate.
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/// </summary>
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public static class ActionTemplateFactory
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{
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2026-04-12 18:46:42 +08:00
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public static IActionTemplate Create(PathSegment segment, PathSegment? nextSegment)
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feat: add parkour moves and template-based path execution system
Phase 2.2: MoveParkour for sprint-jump across 1-2 block gaps (distance 2-3)
and ascending parkour (distance 2, +1Y). Registered in BuildDefaultMoves
with CalculationContext.AllowParkour gating.
Phase 3.1-3.2: Template execution engine replacing the waypoint queue system.
- IActionTemplate interface with per-tick state machine pattern
- Templates: Walk, Ascend, Descend, Climb, Fall, SprintJump
- ActionTemplateFactory maps MoveType to the correct template
- PathExecutor drives sequential template execution with logging
- PathSegmentManager handles replanning on failure (up to 5 retries)
- McClient integration: MoveToAStar now creates PathSegmentManager,
UpdatePathfindingInput delegates to it, CancelMovement/ClientIsMoving
updated for both old and new systems.
Tested on 1.21.11: straight walk, zigzag maze, stair ascent,
1-gap and 2-gap sprint jumps all pass.
Made-with: Cursor
2026-04-11 12:46:38 +08:00
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{
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return segment.MoveType switch
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{
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2026-04-12 18:46:42 +08:00
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MoveType.Traverse => new WalkTemplate(segment, nextSegment),
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MoveType.Diagonal => new WalkTemplate(segment, nextSegment),
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MoveType.Ascend => new AscendTemplate(segment, nextSegment),
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MoveType.Descend => new DescendTemplate(segment, nextSegment),
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MoveType.Fall => new FallTemplate(segment, nextSegment),
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MoveType.Climb => new ClimbTemplate(segment, nextSegment),
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MoveType.Parkour => new SprintJumpTemplate(segment, nextSegment),
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feat: add parkour moves and template-based path execution system
Phase 2.2: MoveParkour for sprint-jump across 1-2 block gaps (distance 2-3)
and ascending parkour (distance 2, +1Y). Registered in BuildDefaultMoves
with CalculationContext.AllowParkour gating.
Phase 3.1-3.2: Template execution engine replacing the waypoint queue system.
- IActionTemplate interface with per-tick state machine pattern
- Templates: Walk, Ascend, Descend, Climb, Fall, SprintJump
- ActionTemplateFactory maps MoveType to the correct template
- PathExecutor drives sequential template execution with logging
- PathSegmentManager handles replanning on failure (up to 5 retries)
- McClient integration: MoveToAStar now creates PathSegmentManager,
UpdatePathfindingInput delegates to it, CancelMovement/ClientIsMoving
updated for both old and new systems.
Tested on 1.21.11: straight walk, zigzag maze, stair ascent,
1-gap and 2-gap sprint jumps all pass.
Made-with: Cursor
2026-04-11 12:46:38 +08:00
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_ => throw new ArgumentException($"Unknown MoveType: {segment.MoveType}")
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};
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}
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}
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}
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