feat: add Phase 1 core pathfinding architecture

Implements the new Baritone-inspired A* pathfinding system:
- Core types: PathNode, PathResult, MoveResult, MoveType, ActionCosts
- BinaryHeapOpenSet min-heap for A* open set
- AStarPathFinder with timeout, cancellation, partial path support
- CalculationContext for thread-safe world state snapshots
- MoveHelper for block passability checks
- IGoal interface + GoalBlock, GoalXZ, GoalNear, GoalComposite
- IMove interface + MoveTraverse, MoveDiagonal, MoveAscend, MoveDescend, MoveClimb
- /pathfind command for testing the new pathfinder

Made-with: Cursor
This commit is contained in:
BruceChen 2026-04-11 01:48:10 +08:00
parent 3efe63c54d
commit 1abab20f17
23 changed files with 1222 additions and 0 deletions

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using System;
using System.Threading;
using System.Threading.Tasks;
using Brigadier.NET;
using Brigadier.NET.Builder;
using MinecraftClient.CommandHandler;
using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
using MinecraftClient.Pathing.Goals;
using static MinecraftClient.CommandHandler.CmdResult;
namespace MinecraftClient.Commands
{
public class Pathfind : Command
{
public override string CmdName => "pathfind";
public override string CmdUsage => "pathfind <x y z>";
public override string CmdDesc => Translations.cmd_pathfind_desc;
public override void RegisterCommand(CommandDispatcher<CmdResult> dispatcher)
{
dispatcher.Register(l => l.Literal("help")
.Then(l => l.Literal(CmdName)
.Executes(r => GetUsage(r.Source)))
);
dispatcher.Register(l => l.Literal(CmdName)
.Then(l => l.Argument("location", MccArguments.Location())
.Executes(r => DoPathfind(r.Source, MccArguments.GetLocation(r, "location"))))
.Then(l => l.Literal("_help")
.Executes(r => GetUsage(r.Source))
.Redirect(dispatcher.GetRoot().GetChild("help").GetChild(CmdName)))
);
}
private int GetUsage(CmdResult r)
{
return r.SetAndReturn(GetCmdDescTranslated());
}
private int DoPathfind(CmdResult r, Location goal)
{
McClient handler = CmdResult.currentHandler!;
if (!handler.GetTerrainEnabled())
return r.SetAndReturn(Status.FailNeedTerrain);
Location current = handler.GetCurrentLocation();
goal.ToAbsolute(current);
int startX = (int)Math.Floor(current.X);
int startY = (int)Math.Floor(current.Y);
int startZ = (int)Math.Floor(current.Z);
int goalX = (int)Math.Floor(goal.X);
int goalY = (int)Math.Floor(goal.Y);
int goalZ = (int)Math.Floor(goal.Z);
handler.Log.Info($"[Pathfind] Planning from ({startX},{startY},{startZ}) to ({goalX},{goalY},{goalZ})");
var ctx = new CalculationContext(
handler.GetWorld(),
canSprint: true,
maxFallHeight: 3);
var finder = new AStarPathFinder();
finder.DebugLog = msg => handler.Log.Info(msg);
var goalObj = new GoalBlock(goalX, goalY, goalZ);
Task.Run(() =>
{
using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(10));
var result = finder.Calculate(ctx, startX, startY, startZ, goalObj, cts.Token, timeoutMs: 10000);
handler.Log.Info($"[Pathfind] Result: {result.Status}, {result.Path.Count} nodes, " +
$"{result.NodesExplored} explored, {result.ElapsedMs}ms");
if (result.Path.Count > 0)
{
handler.Log.Info("[Pathfind] Path waypoints:");
for (int i = 0; i < result.Path.Count; i++)
{
var n = result.Path[i];
handler.Log.Info($" [{i}] ({n.X},{n.Y},{n.Z}) via {n.MoveUsed}");
}
handler.Log.Info("[Pathfind] Beginning movement along path...");
FollowPath(handler, result);
}
else
{
handler.Log.Warn("[Pathfind] No path found!");
}
});
return r.SetAndReturn(Status.Done, string.Format(Translations.cmd_pathfind_started, goalX, goalY, goalZ));
}
private static void FollowPath(McClient handler, PathResult result)
{
for (int i = 1; i < result.Path.Count; i++)
{
var node = result.Path[i];
var target = new Location(node.X + 0.5, node.Y, node.Z + 0.5);
handler.Log.Info($"[Pathfind] Moving to waypoint [{i}]: ({node.X},{node.Y},{node.Z}) via {node.MoveUsed}");
bool success = handler.MoveTo(target, allowUnsafe: true, allowDirectTeleport: false, timeout: TimeSpan.FromSeconds(10));
if (!success)
{
handler.Log.Warn($"[Pathfind] Old pathfinder failed to plan sub-path to ({node.X},{node.Y},{node.Z}), trying direct teleport");
handler.MoveTo(target, allowUnsafe: true, allowDirectTeleport: true);
}
int maxWaitTicks = 200;
int waited = 0;
while (handler.ClientIsMoving() && waited < maxWaitTicks)
{
Thread.Sleep(50);
waited++;
}
var cur = handler.GetCurrentLocation();
double dx = cur.X - target.X;
double dz = cur.Z - target.Z;
double horizDistSq = dx * dx + dz * dz;
handler.Log.Info($"[Pathfind] Arrived near waypoint [{i}], pos=({cur.X:F2},{cur.Y:F2},{cur.Z:F2}), horizDist={Math.Sqrt(horizDistSq):F2}");
}
handler.Log.Info("[Pathfind] Path execution complete!");
}
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using MinecraftClient.Pathing.Goals;
using MinecraftClient.Pathing.Moves;
using MinecraftClient.Pathing.Moves.Impl;
namespace MinecraftClient.Pathing.Core
{
public sealed class AStarPathFinder
{
private readonly IMove[] _allMoves;
private readonly int _maxChunkBorderFetch;
public Action<string>? DebugLog { get; set; }
public AStarPathFinder(IMove[]? moves = null, int maxChunkBorderFetch = 64)
{
_allMoves = moves ?? BuildDefaultMoves();
_maxChunkBorderFetch = maxChunkBorderFetch;
}
public static IMove[] BuildDefaultMoves()
{
var moves = new List<IMove>();
int[] offsets = [1, -1];
foreach (int dx in offsets)
{
moves.Add(new MoveTraverse(dx, 0));
moves.Add(new MoveAscend(dx, 0));
moves.Add(new MoveDescend(dx, 0));
}
foreach (int dz in offsets)
{
moves.Add(new MoveTraverse(0, dz));
moves.Add(new MoveAscend(0, dz));
moves.Add(new MoveDescend(0, dz));
}
moves.Add(new MoveDiagonal(1, 1));
moves.Add(new MoveDiagonal(1, -1));
moves.Add(new MoveDiagonal(-1, 1));
moves.Add(new MoveDiagonal(-1, -1));
moves.Add(new MoveClimb(true));
moves.Add(new MoveClimb(false));
return [.. moves];
}
public PathResult Calculate(
CalculationContext ctx,
int startX, int startY, int startZ,
IGoal goal,
CancellationToken ct,
long timeoutMs = 5000)
{
var sw = Stopwatch.StartNew();
var openSet = new BinaryHeapOpenSet(4096);
var nodeMap = new Dictionary<long, PathNode>(4096);
var startNode = new PathNode(startX, startY, startZ)
{
GCost = 0,
HCost = goal.Heuristic(startX, startY, startZ),
IsOpen = true
};
openSet.Insert(startNode);
nodeMap[startNode.PackedPosition] = startNode;
int nodesExplored = 0;
int unloadedChunkHits = 0;
PathNode? bestPartialNode = startNode;
double bestPartialScore = startNode.HCost + startNode.GCost * 0.5;
MoveResult moveResult = default;
DebugLog?.Invoke($"[A*] Start ({startX},{startY},{startZ}), goal={goal}");
while (openSet.Count > 0)
{
if (ct.IsCancellationRequested)
{
DebugLog?.Invoke($"[A*] Cancelled after {nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
break;
}
if (sw.ElapsedMilliseconds > timeoutMs)
{
DebugLog?.Invoke($"[A*] Timeout ({timeoutMs}ms) after {nodesExplored} nodes");
break;
}
var current = openSet.RemoveMin();
current.IsClosed = true;
nodesExplored++;
if (goal.IsInGoal(current.X, current.Y, current.Z))
{
DebugLog?.Invoke($"[A*] Goal reached! {nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
var path = ReconstructPath(current);
return new PathResult(PathStatus.Success, path, nodesExplored, sw.ElapsedMilliseconds);
}
foreach (var move in _allMoves)
{
moveResult.Cost = 0;
move.Calculate(ctx, current.X, current.Y, current.Z, ref moveResult);
if (moveResult.IsImpossible)
continue;
int nx = moveResult.DestX;
int ny = moveResult.DestY;
int nz = moveResult.DestZ;
if (!ctx.IsChunkLoaded(nx, nz))
{
unloadedChunkHits++;
if (unloadedChunkHits > _maxChunkBorderFetch)
continue;
}
double tentativeG = current.GCost + moveResult.Cost;
long packed = PathNode.Pack(nx, ny, nz);
if (nodeMap.TryGetValue(packed, out var neighbor))
{
if (neighbor.IsClosed)
continue;
if (tentativeG >= neighbor.GCost)
continue;
neighbor.GCost = tentativeG;
neighbor.Parent = current;
neighbor.MoveUsed = move.Type;
if (neighbor.IsOpen)
openSet.Update(neighbor);
}
else
{
neighbor = new PathNode(nx, ny, nz)
{
GCost = tentativeG,
HCost = goal.Heuristic(nx, ny, nz),
Parent = current,
MoveUsed = move.Type,
IsOpen = true
};
nodeMap[packed] = neighbor;
openSet.Insert(neighbor);
}
double partialScore = neighbor.HCost + neighbor.GCost * 0.5;
if (partialScore < bestPartialScore)
{
bestPartialScore = partialScore;
bestPartialNode = neighbor;
}
}
}
if (bestPartialNode is not null && bestPartialNode != startNode)
{
DebugLog?.Invoke($"[A*] Partial path to ({bestPartialNode.X},{bestPartialNode.Y},{bestPartialNode.Z}), " +
$"{nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
var path = ReconstructPath(bestPartialNode);
return new PathResult(PathStatus.Partial, path, nodesExplored, sw.ElapsedMilliseconds);
}
DebugLog?.Invoke($"[A*] Failed, {nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
return PathResult.Fail(nodesExplored, sw.ElapsedMilliseconds);
}
private static List<PathNode> ReconstructPath(PathNode end)
{
var path = new List<PathNode>();
var current = end;
while (current is not null)
{
path.Add(current);
current = current.Parent;
}
path.Reverse();
return path;
}
}
}

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namespace MinecraftClient.Pathing.Core
{
/// <summary>
/// All pathfinding movement costs in ticks, derived from vanilla walking/sprinting speeds.
/// Mirrors Baritone's ActionCosts design.
/// </summary>
public static class ActionCosts
{
public const double WalkOneBlock = 20.0 / 4.317;
public const double SprintOneBlock = 20.0 / 5.612;
public const double SneakOneBlock = 20.0 / 1.3;
public const double LadderUpOne = 20.0 / 2.35;
public const double LadderDownOne = 20.0 / 3.0;
public const double WalkOffBlock = WalkOneBlock * 0.8;
public const double SprintMultiplier = SprintOneBlock / WalkOneBlock;
public const double DiagonalMultiplier = 1.4142135623730951;
public const double CostInf = 1_000_000;
public const double JumpPenalty = 2.0;
public static readonly double[] FallNBlocksCost = BuildFallTable(257);
private static double[] BuildFallTable(int maxBlocks)
{
var table = new double[maxBlocks];
table[0] = 0;
double velocity = 0;
double distance = 0;
int ticks = 0;
int blockIndex = 1;
while (blockIndex < maxBlocks)
{
velocity += 0.08;
velocity *= 0.98;
distance += velocity;
ticks++;
while (blockIndex < maxBlocks && distance >= blockIndex)
{
table[blockIndex] = ticks;
blockIndex++;
}
if (ticks > 10000)
break;
}
for (int i = blockIndex; i < maxBlocks; i++)
table[i] = CostInf;
return table;
}
public static double FallCost(int blocks)
{
if (blocks < 0 || blocks >= FallNBlocksCost.Length)
return CostInf;
return FallNBlocksCost[blocks];
}
}
}

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using System;
namespace MinecraftClient.Pathing.Core
{
/// <summary>
/// Min-heap of PathNodes ordered by FCost, used as the A* open set.
/// </summary>
public sealed class BinaryHeapOpenSet
{
private PathNode[] _heap;
private int _size;
public int Count => _size;
public BinaryHeapOpenSet(int initialCapacity = 1024)
{
_heap = new PathNode[initialCapacity];
_size = 0;
}
public void Insert(PathNode node)
{
if (_size == _heap.Length)
Array.Resize(ref _heap, _heap.Length * 2);
node.HeapIndex = _size;
_heap[_size] = node;
_size++;
SiftUp(_size - 1);
}
public PathNode RemoveMin()
{
var min = _heap[0];
_size--;
if (_size > 0)
{
_heap[0] = _heap[_size];
_heap[0].HeapIndex = 0;
SiftDown(0);
}
_heap[_size] = null!;
min.IsOpen = false;
return min;
}
public void Update(PathNode node)
{
SiftUp(node.HeapIndex);
}
private void SiftUp(int i)
{
var node = _heap[i];
while (i > 0)
{
int parent = (i - 1) >> 1;
if (Compare(node, _heap[parent]) >= 0)
break;
_heap[i] = _heap[parent];
_heap[i].HeapIndex = i;
i = parent;
}
_heap[i] = node;
node.HeapIndex = i;
}
private void SiftDown(int i)
{
var node = _heap[i];
int half = _size >> 1;
while (i < half)
{
int left = (i << 1) + 1;
int right = left + 1;
int best = left;
if (right < _size && Compare(_heap[right], _heap[left]) < 0)
best = right;
if (Compare(node, _heap[best]) <= 0)
break;
_heap[i] = _heap[best];
_heap[i].HeapIndex = i;
i = best;
}
_heap[i] = node;
node.HeapIndex = i;
}
private static int Compare(PathNode a, PathNode b)
{
int cmp = a.FCost.CompareTo(b.FCost);
if (cmp != 0) return cmp;
return a.HCost.CompareTo(b.HCost);
}
}
}

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using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Moves;
namespace MinecraftClient.Pathing.Core
{
/// <summary>
/// Thread-safe snapshot of world state and player capabilities for path planning.
/// Created once at the start of a search; all move calculations read from this.
/// </summary>
public sealed class CalculationContext
{
public World World { get; }
public bool CanSprint { get; }
public bool AllowParkour { get; }
public bool AllowParkourAscend { get; }
public bool AllowDiagonalDescend { get; }
public int MaxFallHeight { get; }
public double JumpPenalty { get; }
public double WalkCost { get; }
public double SprintCost { get; }
public double SneakCost { get; }
public CalculationContext(
World world,
bool canSprint = true,
bool allowParkour = false,
bool allowParkourAscend = false,
bool allowDiagonalDescend = true,
int maxFallHeight = 3,
double jumpPenalty = ActionCosts.JumpPenalty)
{
World = world;
CanSprint = canSprint;
AllowParkour = allowParkour;
AllowParkourAscend = allowParkourAscend;
AllowDiagonalDescend = allowDiagonalDescend;
MaxFallHeight = maxFallHeight;
JumpPenalty = jumpPenalty;
WalkCost = ActionCosts.WalkOneBlock;
SprintCost = CanSprint ? ActionCosts.SprintOneBlock : ActionCosts.WalkOneBlock;
SneakCost = ActionCosts.SneakOneBlock;
}
public Block GetBlock(int x, int y, int z)
=> World.GetBlock(new Location(x, y, z));
public Material GetMaterial(int x, int y, int z)
=> GetBlock(x, y, z).Type;
public bool CanWalkThrough(int x, int y, int z)
=> MoveHelper.CanWalkThrough(this, x, y, z);
public bool CanWalkOn(int x, int y, int z)
=> MoveHelper.CanWalkOn(this, x, y, z);
public bool IsFullyPassable(int x, int y, int z)
=> MoveHelper.IsFullyPassable(this, x, y, z);
public bool IsChunkLoaded(int x, int z)
{
int cx = x >> 4;
int cz = z >> 4;
var col = World[cx, cz];
return col is not null && col.FullyLoaded;
}
}
}

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namespace MinecraftClient.Pathing.Core
{
/// <summary>
/// Result of an IMove.Calculate() call. Mutable struct passed by ref for zero-alloc hot path.
/// </summary>
public struct MoveResult
{
public int DestX;
public int DestY;
public int DestZ;
public double Cost;
public void Set(int x, int y, int z, double cost)
{
DestX = x;
DestY = y;
DestZ = z;
Cost = cost;
}
public void SetImpossible()
{
Cost = ActionCosts.CostInf;
}
public readonly bool IsImpossible => Cost >= ActionCosts.CostInf;
}
}

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namespace MinecraftClient.Pathing.Core
{
public enum MoveType
{
Traverse,
Diagonal,
Ascend,
Descend,
Fall,
Climb,
Parkour
}
}

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namespace MinecraftClient.Pathing.Core
{
/// <summary>
/// A* search node. Stored in the open/closed sets during pathfinding.
/// </summary>
public sealed class PathNode
{
public readonly int X;
public readonly int Y;
public readonly int Z;
public double GCost;
public double HCost;
public double FCost => GCost + HCost;
public PathNode? Parent;
public MoveType MoveUsed;
public int HeapIndex;
public bool IsOpen;
public bool IsClosed;
public PathNode(int x, int y, int z)
{
X = x;
Y = y;
Z = z;
}
public long PackedPosition => Pack(X, Y, Z);
public static long Pack(int x, int y, int z)
{
return ((long)(x + 30_000_000) << 36)
| ((long)(z + 30_000_000) << 12)
| (long)((y + 64) & 0xFFF);
}
}
}

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using System.Collections.Generic;
namespace MinecraftClient.Pathing.Core
{
public enum PathStatus
{
Success,
Partial,
Failed
}
public sealed class PathResult
{
public PathStatus Status { get; }
public IReadOnlyList<PathNode> Path { get; }
public int NodesExplored { get; }
public long ElapsedMs { get; }
public PathResult(PathStatus status, IReadOnlyList<PathNode> path, int nodesExplored, long elapsedMs)
{
Status = status;
Path = path;
NodesExplored = nodesExplored;
ElapsedMs = elapsedMs;
}
public static PathResult Fail(int nodesExplored, long elapsedMs)
=> new(PathStatus.Failed, [], nodesExplored, elapsedMs);
}
}

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using System;
namespace MinecraftClient.Pathing.Goals
{
public sealed class GoalBlock : IGoal
{
public int X { get; }
public int Y { get; }
public int Z { get; }
public GoalBlock(int x, int y, int z)
{
X = x;
Y = y;
Z = z;
}
public bool IsInGoal(int x, int y, int z)
=> x == X && y == Y && z == Z;
public double Heuristic(int x, int y, int z)
{
int dx = Math.Abs(x - X);
int dy = Math.Abs(y - Y);
int dz = Math.Abs(z - Z);
return DistanceHeuristic(dx, dy, dz);
}
internal static double DistanceHeuristic(int dx, int dy, int dz)
{
int horizontal = Math.Max(dx, dz);
int diagonal = Math.Min(dx, dz);
int straight = horizontal - diagonal;
double cost = diagonal * Core.ActionCosts.SprintOneBlock * Core.ActionCosts.DiagonalMultiplier
+ straight * Core.ActionCosts.SprintOneBlock
+ Math.Abs(dy) * Core.ActionCosts.SprintOneBlock;
return cost;
}
public override string ToString() => $"GoalBlock({X}, {Y}, {Z})";
}
}

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using System;
using System.Collections.Generic;
namespace MinecraftClient.Pathing.Goals
{
public sealed class GoalComposite : IGoal
{
private readonly IGoal[] _goals;
public GoalComposite(params IGoal[] goals)
{
ArgumentNullException.ThrowIfNull(goals);
_goals = goals;
}
public GoalComposite(IEnumerable<IGoal> goals)
{
ArgumentNullException.ThrowIfNull(goals);
_goals = goals is IGoal[] arr ? arr : [.. goals];
}
public bool IsInGoal(int x, int y, int z)
{
foreach (var g in _goals)
{
if (g.IsInGoal(x, y, z))
return true;
}
return false;
}
public double Heuristic(int x, int y, int z)
{
double min = double.MaxValue;
foreach (var g in _goals)
{
double h = g.Heuristic(x, y, z);
if (h < min) min = h;
}
return min;
}
public override string ToString() => $"GoalComposite({_goals.Length} goals)";
}
}

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using System;
namespace MinecraftClient.Pathing.Goals
{
public sealed class GoalNear : IGoal
{
public int X { get; }
public int Y { get; }
public int Z { get; }
public int Range { get; }
private readonly int _rangeSq;
public GoalNear(int x, int y, int z, int range)
{
X = x;
Y = y;
Z = z;
Range = range;
_rangeSq = range * range;
}
public bool IsInGoal(int x, int y, int z)
{
int dx = x - X;
int dy = y - Y;
int dz = z - Z;
return dx * dx + dy * dy + dz * dz <= _rangeSq;
}
public double Heuristic(int x, int y, int z)
{
int dx = Math.Abs(x - X);
int dy = Math.Abs(y - Y);
int dz = Math.Abs(z - Z);
double h = GoalBlock.DistanceHeuristic(dx, dy, dz);
double reduction = Range * Core.ActionCosts.SprintOneBlock;
return Math.Max(0, h - reduction);
}
public override string ToString() => $"GoalNear({X}, {Y}, {Z}, range={Range})";
}
}

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using System;
namespace MinecraftClient.Pathing.Goals
{
public sealed class GoalXZ : IGoal
{
public int X { get; }
public int Z { get; }
public GoalXZ(int x, int z)
{
X = x;
Z = z;
}
public bool IsInGoal(int x, int y, int z)
=> x == X && z == Z;
public double Heuristic(int x, int y, int z)
{
int dx = Math.Abs(x - X);
int dz = Math.Abs(z - Z);
return GoalBlock.DistanceHeuristic(dx, 0, dz);
}
public override string ToString() => $"GoalXZ({X}, {Z})";
}
}

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namespace MinecraftClient.Pathing.Goals
{
public interface IGoal
{
bool IsInGoal(int x, int y, int z);
double Heuristic(int x, int y, int z);
}
}

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using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves
{
/// <summary>
/// Represents one type of movement action for path planning.
/// Each implementation defines its spatial check pattern and cost model.
/// </summary>
public interface IMove
{
MoveType Type { get; }
int XOffset { get; }
int ZOffset { get; }
bool DynamicY { get; }
void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result);
}
}

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using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// Jump up 1 block in a cardinal direction.
/// Requires: headroom at (x, y+2, z), body space at dest (y+1, y+2), ground at dest (y).
/// </summary>
public sealed class MoveAscend : IMove
{
public MoveType Type => MoveType.Ascend;
public int XOffset { get; }
public int ZOffset { get; }
public bool DynamicY => false;
public MoveAscend(int xOffset, int zOffset)
{
XOffset = xOffset;
ZOffset = zOffset;
}
public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
{
int destX = x + XOffset;
int destZ = z + ZOffset;
int destY = y + 1;
if (!ctx.CanWalkThrough(x, y + 2, z))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkThrough(destX, destY, destZ) || !ctx.CanWalkThrough(destX, destY + 1, destZ))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkOn(destX, y, destZ))
{
result.SetImpossible();
return;
}
double cost = ctx.SprintCost + ctx.JumpPenalty;
result.Set(destX, destY, destZ, cost);
}
}
}

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using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// Climb up or down a ladder/vine at the current X,Z position.
/// </summary>
public sealed class MoveClimb : IMove
{
public MoveType Type => MoveType.Climb;
public int XOffset => 0;
public int ZOffset => 0;
public bool DynamicY => false;
private readonly bool _up;
public MoveClimb(bool up)
{
_up = up;
}
public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
{
var currentMat = ctx.GetMaterial(x, y, z);
if (!MoveHelper.IsClimbable(currentMat))
{
result.SetImpossible();
return;
}
if (_up)
{
int destY = y + 1;
if (!ctx.CanWalkThrough(x, destY + 1, z))
{
result.SetImpossible();
return;
}
var aboveMat = ctx.GetMaterial(x, destY, z);
if (MoveHelper.IsClimbable(aboveMat) || !ctx.GetMaterial(x, destY, z).IsSolid())
{
result.Set(x, destY, z, ActionCosts.LadderUpOne);
return;
}
result.SetImpossible();
}
else
{
int destY = y - 1;
var belowMat = ctx.GetMaterial(x, destY, z);
if (MoveHelper.IsClimbable(belowMat) || !belowMat.IsSolid())
{
result.Set(x, destY, z, ActionCosts.LadderDownOne);
return;
}
result.SetImpossible();
}
}
}
}

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@ -0,0 +1,66 @@
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// Walk off a ledge and drop 1-N blocks in a cardinal direction.
/// Scans downward for a landing spot within MaxFallHeight.
/// </summary>
public sealed class MoveDescend : IMove
{
public MoveType Type => MoveType.Descend;
public int XOffset { get; }
public int ZOffset { get; }
public bool DynamicY => true;
public MoveDescend(int xOffset, int zOffset)
{
XOffset = xOffset;
ZOffset = zOffset;
}
public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
{
int destX = x + XOffset;
int destZ = z + ZOffset;
if (!ctx.CanWalkThrough(destX, y, destZ) || !ctx.CanWalkThrough(destX, y + 1, destZ))
{
result.SetImpossible();
return;
}
for (int fallDist = 1; fallDist <= ctx.MaxFallHeight; fallDist++)
{
int landY = y - fallDist;
if (ctx.CanWalkOn(destX, landY - 1, destZ))
{
if (!ctx.CanWalkThrough(destX, landY, destZ))
{
result.SetImpossible();
return;
}
double cost = ActionCosts.WalkOffBlock + ActionCosts.FallCost(fallDist);
if (MoveHelper.IsHazardous(ctx.GetMaterial(destX, landY - 1, destZ)))
{
result.SetImpossible();
return;
}
result.Set(destX, landY, destZ, cost);
return;
}
if (!ctx.CanWalkThrough(destX, landY, destZ))
{
result.SetImpossible();
return;
}
}
result.SetImpossible();
}
}
}

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@ -0,0 +1,54 @@
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// Diagonal walk (1 block in both X and Z, same Y).
/// Checks both intermediate cardinal columns for clearance.
/// </summary>
public sealed class MoveDiagonal : IMove
{
public MoveType Type => MoveType.Diagonal;
public int XOffset { get; }
public int ZOffset { get; }
public bool DynamicY => false;
public MoveDiagonal(int xOffset, int zOffset)
{
XOffset = xOffset;
ZOffset = zOffset;
}
public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
{
int destX = x + XOffset;
int destZ = z + ZOffset;
if (!ctx.CanWalkThrough(destX, y, destZ) || !ctx.CanWalkThrough(destX, y + 1, destZ))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkOn(destX, y - 1, destZ))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkThrough(x + XOffset, y, z) || !ctx.CanWalkThrough(x + XOffset, y + 1, z))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkThrough(x, y, z + ZOffset) || !ctx.CanWalkThrough(x, y + 1, z + ZOffset))
{
result.SetImpossible();
return;
}
result.Set(destX, y, destZ, ctx.SprintCost * ActionCosts.DiagonalMultiplier);
}
}
}

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@ -0,0 +1,54 @@
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// Flat cardinal walk (1 block in +/-X or +/-Z, same Y).
/// Checks body+head passable and ground below destination.
/// </summary>
public sealed class MoveTraverse : IMove
{
public MoveType Type => MoveType.Traverse;
public int XOffset { get; }
public int ZOffset { get; }
public bool DynamicY => false;
public MoveTraverse(int xOffset, int zOffset)
{
XOffset = xOffset;
ZOffset = zOffset;
}
public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
{
int destX = x + XOffset;
int destZ = z + ZOffset;
if (!ctx.CanWalkThrough(destX, y, destZ))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkThrough(destX, y + 1, destZ))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkOn(destX, y - 1, destZ))
{
result.SetImpossible();
return;
}
double cost = ctx.SprintCost;
var destFloorMat = ctx.GetMaterial(destX, y - 1, destZ);
if (destFloorMat == Mapping.Material.SoulSand)
cost *= 1.0 / Physics.PhysicsConsts.SoulSandSpeedFactor;
result.Set(destX, y, destZ, cost);
}
}
}

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@ -0,0 +1,69 @@
using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves
{
/// <summary>
/// Block passability checks for path planning.
/// Uses Material-level checks initially; designed to allow future BlockShapes upgrade.
/// </summary>
public static class MoveHelper
{
/// <summary>
/// Can a player's body/head occupy this block position? (air, open door, tall grass, etc.)
/// </summary>
public static bool CanWalkThrough(CalculationContext ctx, int x, int y, int z)
{
Material mat = ctx.GetMaterial(x, y, z);
if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
return true;
if (mat.IsLiquid())
return false;
if (mat.IsSolid())
return false;
if (mat.CanHarmPlayers())
return false;
return true;
}
/// <summary>
/// Can a player stand on top of this block? (solid upper surface)
/// </summary>
public static bool CanWalkOn(CalculationContext ctx, int x, int y, int z)
{
Material mat = ctx.GetMaterial(x, y, z);
if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
return false;
if (mat.IsLiquid())
return false;
if (mat.CanHarmPlayers())
return false;
return mat.IsSolid();
}
/// <summary>
/// Is this block completely passable with no slowdown or interaction?
/// Stricter than CanWalkThrough -- excludes water, cobwebs, etc.
/// </summary>
public static bool IsFullyPassable(CalculationContext ctx, int x, int y, int z)
{
Material mat = ctx.GetMaterial(x, y, z);
return mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir;
}
public static bool IsClimbable(Material mat)
{
return mat.CanBeClimbedOn();
}
public static bool IsHazardous(Material mat)
{
return mat.CanHarmPlayers();
}
public static bool IsWater(Material mat)
{
return mat == Material.Water;
}
}
}

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@ -4585,6 +4585,24 @@ namespace MinecraftClient {
}
}
/// <summary>
/// Looks up a localized string similar to Use new A* pathfinding to navigate to a location..
/// </summary>
internal static string cmd_pathfind_desc {
get {
return ResourceManager.GetString("cmd.pathfind.desc", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Pathfinding to ({0}, {1}, {2})....
/// </summary>
internal static string cmd_pathfind_started {
get {
return ResourceManager.GetString("cmd.pathfind.started", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to restart and reconnect to the server..
/// </summary>

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@ -1538,6 +1538,12 @@ You can use "/chunk status {0:0.0} {1:0.0} {2:0.0}" to check the chunk loading s
<data name="cmd.move.walk" xml:space="preserve">
<value>Walking from {1} to {0}</value>
</data>
<data name="cmd.pathfind.desc" xml:space="preserve">
<value>Use new A* pathfinding to navigate to a location.</value>
</data>
<data name="cmd.pathfind.started" xml:space="preserve">
<value>Pathfinding to ({0}, {1}, {2})...</value>
</data>
<data name="cmd.reco.desc" xml:space="preserve">
<value>restart and reconnect to the server.</value>
</data>