mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-10-14 21:22:49 +00:00
Fix /move
This commit is contained in:
parent
531f3408a0
commit
223c13561c
6 changed files with 62 additions and 45 deletions
|
|
@ -49,14 +49,18 @@ namespace MinecraftClient.Mapping
|
|||
/// <param name="location">Location the player is currently at</param>
|
||||
/// <param name="allowUnsafe">Allow possible but unsafe locations</param>
|
||||
/// <returns>A list of new locations the player can move to</returns>
|
||||
public static IEnumerable<Location> GetAvailableMoves(World world, Location location, bool allowUnsafe = false)
|
||||
public static IEnumerable<Location> GetAvailableMoves(World world, Location originLocation, bool allowUnsafe = false)
|
||||
{
|
||||
List<Location> availableMoves = new List<Location>();
|
||||
Location location = originLocation.ToCenter();
|
||||
List<Location> availableMoves = new();
|
||||
if (IsOnGround(world, location) || IsSwimming(world, location))
|
||||
{
|
||||
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
|
||||
if (CanMove(world, location, dir) && (allowUnsafe || IsSafe(world, Move(location, dir))))
|
||||
availableMoves.Add(Move(location, dir));
|
||||
{
|
||||
Location dest = Move(location, dir);
|
||||
if (CanMove(world, location, dir) && (allowUnsafe || IsSafe(world, dest)))
|
||||
availableMoves.Add(dest);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -98,7 +102,8 @@ namespace MinecraftClient.Mapping
|
|||
Y += motionY;
|
||||
if (Y < goal.Y)
|
||||
return new Queue<Location>(new[] { goal });
|
||||
else return new Queue<Location>(new[] { new Location(start.X, Y, start.Z) });
|
||||
else
|
||||
return new Queue<Location>(new[] { new Location(start.X, Y, start.Z) });
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -110,12 +115,13 @@ namespace MinecraftClient.Mapping
|
|||
|
||||
if (totalStepsDouble >= 1)
|
||||
{
|
||||
Queue<Location> movementSteps = new Queue<Location>();
|
||||
Queue<Location> movementSteps = new();
|
||||
for (int i = 1; i <= totalSteps; i++)
|
||||
movementSteps.Enqueue(start + step * i);
|
||||
return movementSteps;
|
||||
}
|
||||
else return new Queue<Location>(new[] { goal });
|
||||
else
|
||||
return new Queue<Location>(new[] { goal });
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -168,9 +174,8 @@ namespace MinecraftClient.Mapping
|
|||
throw new ArgumentException("minOffset must be lower or equal to maxOffset", "minOffset");
|
||||
|
||||
// Round start coordinates for easier calculation
|
||||
Location startCenter = new Location(start).ConvertToCenter();
|
||||
Location startLower = new Location(start).ConvertToFloor();
|
||||
Location goalLower = new Location(goal).ConvertToFloor();
|
||||
Location startLower = start.ToFloor();
|
||||
Location goalLower = goal.ToFloor();
|
||||
|
||||
// We always use distance squared so our limits must also be squared.
|
||||
minOffset *= minOffset;
|
||||
|
|
@ -206,7 +211,7 @@ namespace MinecraftClient.Mapping
|
|||
// Return if goal found and no maxOffset was given OR current node is between minOffset and maxOffset
|
||||
if ((current.Location == goalLower && maxOffset <= 0) || (maxOffset > 0 && current.H_score >= minOffset && current.H_score <= maxOffset))
|
||||
{
|
||||
return ReconstructPath(CameFrom, current.Location, startCenter, goal);
|
||||
return ReconstructPath(CameFrom, current.Location, start, goal);
|
||||
}
|
||||
|
||||
// Discover neighbored blocks
|
||||
|
|
@ -235,7 +240,7 @@ namespace MinecraftClient.Mapping
|
|||
|
||||
//// Goal could not be reached. Set the path to the closest location if close enough
|
||||
if (current != null && (maxOffset == int.MaxValue || openSet.MinH_ScoreNode.H_score <= maxOffset))
|
||||
return ReconstructPath(CameFrom, openSet.MinH_ScoreNode.Location, startCenter, goal);
|
||||
return ReconstructPath(CameFrom, openSet.MinH_ScoreNode.Location, start, goal);
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
|
@ -246,31 +251,35 @@ namespace MinecraftClient.Mapping
|
|||
/// <param name="Came_From">The collection of Locations that leads back to the start</param>
|
||||
/// <param name="current">Endpoint of our later walk</param>
|
||||
/// <returns>the path that leads to current from the start position</returns>
|
||||
private static Queue<Location> ReconstructPath(Dictionary<Location, Location> Came_From, Location current, Location startCenter, Location end)
|
||||
private static Queue<Location> ReconstructPath(Dictionary<Location, Location> Came_From, Location current, Location start, Location end)
|
||||
{
|
||||
// Add 0.5 to walk over the middle of a block and avoid collisions
|
||||
Location center = new(0.5, 0, 0.5);
|
||||
|
||||
int midPathCnt = 0;
|
||||
List<Location> total_path = new();
|
||||
|
||||
// Move from the center of the block to the final position
|
||||
if (current != end && current.DistanceSquared(end) <= 1.5)
|
||||
if (current != end && current == end.ToFloor())
|
||||
total_path.Add(end);
|
||||
|
||||
// Generate intermediate paths
|
||||
total_path.Add(current + center);
|
||||
total_path.Add(current.ToCenter());
|
||||
while (Came_From.ContainsKey(current))
|
||||
{
|
||||
++midPathCnt;
|
||||
current = Came_From[current];
|
||||
total_path.Add(current + center);
|
||||
total_path.Add(current.ToCenter());
|
||||
}
|
||||
|
||||
// Move to the center of the block first
|
||||
if (current != startCenter && current.DistanceSquared(startCenter) <= 1.5)
|
||||
total_path.Add(startCenter);
|
||||
if (midPathCnt <= 2 && start.DistanceSquared(end) < 2.0)
|
||||
return new Queue<Location>(new Location[] { end });
|
||||
else
|
||||
{
|
||||
// Move to the center of the block first
|
||||
if (current != start && current == start.ToFloor())
|
||||
total_path.Add(start.ToCenter());
|
||||
|
||||
total_path.Reverse();
|
||||
return new Queue<Location>(total_path);
|
||||
total_path.Reverse();
|
||||
return new Queue<Location>(total_path);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -567,7 +576,7 @@ namespace MinecraftClient.Mapping
|
|||
return PlayerFitsHere(world, Move(location, Direction.North)) && PlayerFitsHere(world, Move(location, Direction.West)) && PlayerFitsHere(world, Move(location, direction));
|
||||
|
||||
default:
|
||||
throw new ArgumentException("Unknown direction", "direction");
|
||||
throw new ArgumentException("Unknown direction", nameof(direction));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue