mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
feat: add transition-aware path execution braking
This commit is contained in:
parent
945eae958a
commit
3b4e552d70
23 changed files with 837 additions and 108 deletions
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@ -9,17 +9,17 @@ namespace MinecraftClient.Pathing.Execution
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/// </summary>
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public static class ActionTemplateFactory
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{
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public static IActionTemplate Create(PathSegment segment)
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public static IActionTemplate Create(PathSegment segment, PathSegment? nextSegment)
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{
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return segment.MoveType switch
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{
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MoveType.Traverse => new WalkTemplate(segment.Start, segment.End),
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MoveType.Diagonal => new WalkTemplate(segment.Start, segment.End),
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MoveType.Ascend => new AscendTemplate(segment.Start, segment.End),
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MoveType.Descend => new DescendTemplate(segment.Start, segment.End),
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MoveType.Fall => new FallTemplate(segment.Start, segment.End),
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MoveType.Climb => new ClimbTemplate(segment.Start, segment.End),
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MoveType.Parkour => new SprintJumpTemplate(segment.Start, segment.End),
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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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_ => throw new ArgumentException($"Unknown MoveType: {segment.MoveType}")
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};
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}
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@ -20,6 +20,6 @@ namespace MinecraftClient.Pathing.Execution
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Location ExpectedStart { get; }
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Location ExpectedEnd { get; }
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TemplateState Tick(Location currentPos, PlayerPhysics physics, MovementInput input);
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TemplateState Tick(Location currentPos, PlayerPhysics physics, MovementInput input, World world);
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}
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}
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@ -37,16 +37,20 @@ namespace MinecraftClient.Pathing.Execution
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AdvanceToNextSegment();
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}
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public PathExecutorState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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public PathExecutorState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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if (_currentTemplate is null)
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{
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input.Reset();
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return PathExecutorState.Complete;
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}
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var state = _currentTemplate.Tick(pos, physics, input);
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var state = _currentTemplate.Tick(pos, physics, input, world);
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switch (state)
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{
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case TemplateState.Complete:
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input.Reset();
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_debugLog?.Invoke($"[PathExec] Segment {_currentIndex} complete " +
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$"({_segments[_currentIndex].MoveType}) at ({pos.X:F2},{pos.Y:F2},{pos.Z:F2})");
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_currentIndex++;
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@ -60,6 +64,7 @@ namespace MinecraftClient.Pathing.Execution
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return PathExecutorState.InProgress;
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case TemplateState.Failed:
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input.Reset();
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_debugLog?.Invoke($"[PathExec] Segment {_currentIndex} FAILED " +
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$"({_segments[_currentIndex].MoveType}) at ({pos.X:F2},{pos.Y:F2},{pos.Z:F2}), " +
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$"target was ({_currentTemplate.ExpectedEnd.X:F2},{_currentTemplate.ExpectedEnd.Y:F2},{_currentTemplate.ExpectedEnd.Z:F2})");
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@ -75,7 +80,8 @@ namespace MinecraftClient.Pathing.Execution
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if (_currentIndex < _segments.Count)
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{
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var seg = _segments[_currentIndex];
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_currentTemplate = ActionTemplateFactory.Create(seg);
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PathSegment? next = _currentIndex + 1 < _segments.Count ? _segments[_currentIndex + 1] : null;
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_currentTemplate = ActionTemplateFactory.Create(seg, next);
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_debugLog?.Invoke($"[PathExec] Starting segment {_currentIndex}/{_segments.Count}: {seg}");
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}
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else
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@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System;
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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@ -9,25 +9,13 @@ namespace MinecraftClient.Pathing.Execution
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public required Location Start { get; init; }
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public required Location End { get; init; }
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public required MoveType MoveType { get; init; }
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public PathTransitionType ExitTransition { get; init; } = PathTransitionType.FinalStop;
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public bool PreserveSprint { get; init; }
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public static List<PathSegment> FromPath(IReadOnlyList<PathNode> nodes)
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{
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var segments = new List<PathSegment>(nodes.Count - 1);
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for (int i = 1; i < nodes.Count; i++)
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{
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var prev = nodes[i - 1];
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var curr = nodes[i];
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segments.Add(new PathSegment
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{
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Start = new Location(prev.X + 0.5, prev.Y, prev.Z + 0.5),
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End = new Location(curr.X + 0.5, curr.Y, curr.Z + 0.5),
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MoveType = curr.MoveUsed
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});
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}
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return segments;
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}
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public int HeadingX => Math.Sign(End.X - Start.X);
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public int HeadingZ => Math.Sign(End.Z - Start.Z);
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public override string ToString() =>
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$"{MoveType}: ({Start.X:F1},{Start.Y:F1},{Start.Z:F1})->({End.X:F1},{End.Y:F1},{End.Z:F1})";
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$"{MoveType}: ({Start.X:F1},{Start.Y:F1},{Start.Z:F1})->({End.X:F1},{End.Y:F1},{End.Z:F1}), transition={ExitTransition}, preserveSprint={PreserveSprint}";
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}
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}
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67
MinecraftClient/Pathing/Execution/PathSegmentBuilder.cs
Normal file
67
MinecraftClient/Pathing/Execution/PathSegmentBuilder.cs
Normal file
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@ -0,0 +1,67 @@
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using System;
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using System.Collections.Generic;
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Execution
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{
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public static class PathSegmentBuilder
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{
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public static List<PathSegment> FromPath(IReadOnlyList<PathNode> nodes)
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{
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var segments = new List<PathSegment>(Math.Max(0, nodes.Count - 1));
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for (int i = 1; i < nodes.Count; i++)
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{
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PathSegment? next = null;
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if (i + 1 < nodes.Count)
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{
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var nextNode = nodes[i + 1];
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var curr = nodes[i];
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next = new PathSegment
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{
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Start = new Location(curr.X + 0.5, curr.Y, curr.Z + 0.5),
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End = new Location(nextNode.X + 0.5, nextNode.Y, nextNode.Z + 0.5),
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MoveType = nextNode.MoveUsed
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};
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}
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var prev = nodes[i - 1];
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var currNode = nodes[i];
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var current = new PathSegment
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{
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Start = new Location(prev.X + 0.5, prev.Y, prev.Z + 0.5),
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End = new Location(currNode.X + 0.5, currNode.Y, currNode.Z + 0.5),
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MoveType = currNode.MoveUsed
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};
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PathTransitionType exitTransition = Classify(current, next);
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segments.Add(new PathSegment
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{
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Start = current.Start,
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End = current.End,
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MoveType = current.MoveType,
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ExitTransition = exitTransition,
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PreserveSprint = exitTransition is PathTransitionType.ContinueStraight or PathTransitionType.PrepareJump
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});
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}
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return segments;
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}
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private static PathTransitionType Classify(PathSegment current, PathSegment? next)
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{
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if (next is null)
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return PathTransitionType.FinalStop;
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if (next.MoveType is MoveType.Parkour or MoveType.Ascend)
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return PathTransitionType.PrepareJump;
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if (current.MoveType is MoveType.Parkour or MoveType.Descend or MoveType.Fall)
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return PathTransitionType.LandingRecovery;
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if (current.HeadingX == next.HeadingX && current.HeadingZ == next.HeadingZ)
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return PathTransitionType.ContinueStraight;
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return PathTransitionType.Turn;
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}
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}
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}
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@ -35,7 +35,7 @@ namespace MinecraftClient.Pathing.Execution
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{
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_goal = goal;
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_replanCount = 0;
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var segments = PathSegment.FromPath(result.Path);
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var segments = PathSegmentBuilder.FromPath(result.Path);
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_executor = new PathExecutor(segments, _debugLog);
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_infoLog?.Invoke($"[PathMgr] Navigation started: {segments.Count} segments");
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}
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@ -45,7 +45,7 @@ namespace MinecraftClient.Pathing.Execution
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if (_executor is null)
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return;
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var state = _executor.Tick(pos, physics, input);
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var state = _executor.Tick(pos, physics, input, world);
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switch (state)
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{
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@ -113,7 +113,7 @@ namespace MinecraftClient.Pathing.Execution
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return;
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}
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var segments = PathSegment.FromPath(result.Path);
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var segments = PathSegmentBuilder.FromPath(result.Path);
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_executor = new PathExecutor(segments, _debugLog);
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_infoLog?.Invoke($"[PathMgr] Replanned: {segments.Count} segments (replan #{_replanCount})");
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}
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11
MinecraftClient/Pathing/Execution/PathTransitionType.cs
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11
MinecraftClient/Pathing/Execution/PathTransitionType.cs
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@ -0,0 +1,11 @@
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namespace MinecraftClient.Pathing.Execution
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{
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public enum PathTransitionType
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{
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FinalStop,
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ContinueStraight,
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Turn,
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PrepareJump,
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LandingRecovery
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}
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}
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@ -13,18 +13,22 @@ namespace MinecraftClient.Pathing.Execution.Templates
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public Location ExpectedStart { get; }
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public Location ExpectedEnd { get; }
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private readonly PathSegment _segment;
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private readonly PathSegment? _nextSegment;
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private int _tickCount;
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private Location _lastPos;
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private int _stuckTicks;
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public AscendTemplate(Location start, Location end)
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public AscendTemplate(PathSegment segment, PathSegment? nextSegment)
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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_lastPos = start;
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_segment = segment;
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_nextSegment = nextSegment;
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ExpectedStart = segment.Start;
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ExpectedEnd = segment.End;
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_lastPos = segment.Start;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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_tickCount++;
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@ -43,8 +47,26 @@ namespace MinecraftClient.Pathing.Execution.Templates
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if (physics.OnGround && dy > 0.1)
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input.Jump = true;
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if (horizDistSq < 0.25 && Math.Abs(dy) < 0.8)
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if (physics.OnGround && Math.Abs(dy) < 0.15)
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{
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldBack)
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TemplateHelper.FaceSegmentHeading(physics, _segment);
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if (_segment.ExitTransition == PathTransitionType.ContinueStraight && horizDistSq < 0.25)
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return TemplateState.Complete;
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if (_segment.ExitTransition != PathTransitionType.ContinueStraight
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&& TemplateHelper.IsSettledAtEnd(pos, ExpectedEnd, physics, horizThresholdSq: 0.0025))
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{
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return TemplateState.Complete;
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}
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}
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else if (horizDistSq < 0.25 && Math.Abs(dy) < 0.8)
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{
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return TemplateState.Complete;
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}
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double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos);
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double movedY = Math.Abs(pos.Y - _lastPos.Y);
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@ -17,14 +17,14 @@ namespace MinecraftClient.Pathing.Execution.Templates
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private readonly bool _goingUp;
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private int _tickCount;
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public ClimbTemplate(Location start, Location end)
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public ClimbTemplate(PathSegment segment, PathSegment? nextSegment)
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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_goingUp = end.Y > start.Y;
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ExpectedStart = segment.Start;
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ExpectedEnd = segment.End;
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_goingUp = segment.End.Y > segment.Start.Y;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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_tickCount++;
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@ -15,20 +15,24 @@ namespace MinecraftClient.Pathing.Execution.Templates
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public Location ExpectedStart { get; }
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public Location ExpectedEnd { get; }
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private readonly PathSegment _segment;
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private readonly PathSegment? _nextSegment;
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private int _tickCount;
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private bool _hasFallen;
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private readonly bool _needsSprint;
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public DescendTemplate(Location start, Location end)
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public DescendTemplate(PathSegment segment, PathSegment? nextSegment)
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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double hdx = end.X - start.X;
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double hdz = end.Z - start.Z;
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_segment = segment;
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_nextSegment = nextSegment;
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ExpectedStart = segment.Start;
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ExpectedEnd = segment.End;
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double hdx = segment.End.X - segment.Start.X;
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double hdz = segment.End.Z - segment.Start.Z;
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_needsSprint = (hdx * hdx + hdz * hdz) > 2.25;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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_tickCount++;
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@ -40,14 +44,6 @@ namespace MinecraftClient.Pathing.Execution.Templates
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if (!physics.OnGround)
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_hasFallen = true;
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// Completion: landed on ground near destination
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if (_hasFallen && physics.OnGround && horizDistSq < 0.5 && Math.Abs(dy) < 0.8)
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return TemplateState.Complete;
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// Completion: already at destination without falling (e.g., single step down)
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if (horizDistSq < 0.25 && Math.Abs(dy) < 0.5 && physics.OnGround)
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return TemplateState.Complete;
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// Completion: landed in water near destination
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if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0)
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return TemplateState.Complete;
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@ -63,7 +59,28 @@ namespace MinecraftClient.Pathing.Execution.Templates
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float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
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physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
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if (physics.OnClimbable)
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if (physics.OnGround && Math.Abs(dy) < (_hasFallen ? 0.8 : 0.5))
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{
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if (horizDistSq > 0.01)
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldBack)
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TemplateHelper.FaceSegmentHeading(physics, _segment);
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if (_segment.ExitTransition == PathTransitionType.ContinueStraight)
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{
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double completionThreshold = _hasFallen ? 0.5 : 0.25;
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if (horizDistSq < completionThreshold)
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return TemplateState.Complete;
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}
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else if (TemplateHelper.IsSettledAtEnd(pos, ExpectedEnd, physics, horizThresholdSq: 0.0025))
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{
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return TemplateState.Complete;
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}
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}
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else if (physics.OnClimbable)
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{
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if (horizDistSq > 0.25)
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{
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@ -16,27 +16,30 @@ namespace MinecraftClient.Pathing.Execution.Templates
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private int _tickCount;
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private bool _hasFallen;
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public FallTemplate(Location start, Location end)
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public FallTemplate(PathSegment segment, PathSegment? nextSegment)
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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ExpectedStart = segment.Start;
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ExpectedEnd = segment.End;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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_tickCount++;
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double dx = ExpectedEnd.X - pos.X;
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double dz = ExpectedEnd.Z - pos.Z;
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double dy = pos.Y - ExpectedEnd.Y;
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double horizDistSq = dx * dx + dz * dz;
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if (!physics.OnGround)
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_hasFallen = true;
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// Solid ground landing
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if (_hasFallen && physics.OnGround && Math.Abs(dy) < 1.0)
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// Solid ground landing near the target XZ
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if (_hasFallen && physics.OnGround && Math.Abs(dy) < 1.0 && horizDistSq < 1.0)
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return TemplateState.Complete;
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// Water landing
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if (_hasFallen && physics.InWater && Math.Abs(dy) < 2.0)
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// Water landing near the target XZ
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if (_hasFallen && physics.InWater && Math.Abs(dy) < 2.0 && horizDistSq < 1.5)
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return TemplateState.Complete;
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if (_tickCount > 200)
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@ -5,10 +5,17 @@ using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution.Templates
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{
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/// <summary>
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/// Sprint-jump across a gap. Uses a phase-based state machine:
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/// Approach -> jump when ready -> Airborne -> Landing check.
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/// For long jumps (>= 3.5 blocks), delays the jump until the player
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/// has moved toward the edge of the starting block for maximum distance.
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/// Jump across a gap. Uses a phase-based state machine:
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/// Approach -> Jump -> Airborne -> Landing.
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///
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/// All parkour jumps use sprint-jumping (vanilla optimal horizontal distance).
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/// The key to landing on small platforms is releasing forward/sprint input mid-air
|
||||
/// once the player is close to or past the target, letting drag decelerate them
|
||||
/// onto the block.
|
||||
///
|
||||
/// During Approach, the template waits for the yaw to be within 5 degrees of
|
||||
/// the target direction before jumping. For medium/long jumps, it also builds
|
||||
/// momentum by sprinting toward the block edge.
|
||||
/// </summary>
|
||||
public sealed class SprintJumpTemplate : IActionTemplate
|
||||
{
|
||||
|
|
@ -17,22 +24,27 @@ namespace MinecraftClient.Pathing.Execution.Templates
|
|||
public Location ExpectedStart { get; }
|
||||
public Location ExpectedEnd { get; }
|
||||
|
||||
private readonly PathSegment _segment;
|
||||
private readonly PathSegment? _nextSegment;
|
||||
private readonly double _horizDist;
|
||||
private readonly bool _isDiagonal;
|
||||
private int _tickCount;
|
||||
private Phase _phase = Phase.Approach;
|
||||
private bool _leftGround;
|
||||
|
||||
public SprintJumpTemplate(Location start, Location end)
|
||||
private const float YawToleranceDeg = 5f;
|
||||
|
||||
public SprintJumpTemplate(PathSegment segment, PathSegment? nextSegment)
|
||||
{
|
||||
ExpectedStart = start;
|
||||
ExpectedEnd = end;
|
||||
double dx = end.X - start.X;
|
||||
double dz = end.Z - start.Z;
|
||||
_segment = segment;
|
||||
_nextSegment = nextSegment;
|
||||
ExpectedStart = segment.Start;
|
||||
ExpectedEnd = segment.End;
|
||||
double dx = segment.End.X - segment.Start.X;
|
||||
double dz = segment.End.Z - segment.Start.Z;
|
||||
_horizDist = Math.Sqrt(dx * dx + dz * dz);
|
||||
_isDiagonal = Math.Abs(dx) > 0.5 && Math.Abs(dz) > 0.5;
|
||||
}
|
||||
|
||||
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
|
||||
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
|
||||
{
|
||||
_tickCount++;
|
||||
|
||||
|
|
@ -45,52 +57,92 @@ namespace MinecraftClient.Pathing.Execution.Templates
|
|||
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
|
||||
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
|
||||
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
|
||||
input.Forward = true;
|
||||
input.Sprint = true;
|
||||
|
||||
switch (_phase)
|
||||
{
|
||||
case Phase.Approach:
|
||||
input.Forward = true;
|
||||
input.Sprint = true;
|
||||
|
||||
if (physics.OnGround)
|
||||
{
|
||||
double fromStartSq = TemplateHelper.HorizontalDistanceSq(pos, ExpectedStart);
|
||||
float yawDelta = YawDifference(physics.Yaw, targetYaw);
|
||||
|
||||
// For long jumps, delay the jump until the player has sprinted
|
||||
// toward the block edge. Baritone waits until playerFeet is in
|
||||
// the next block (~0.5 blocks from center) for dist >= 4.
|
||||
// For medium jumps (dist 3), wait 0.35 blocks (Baritone: 0.7).
|
||||
// For short diagonal jumps (<= 3 blocks), jump immediately
|
||||
// to avoid overshooting the small starting platform.
|
||||
// Build momentum before jumping. Sprint speed is ~5.6 m/s
|
||||
// (0.28 blocks/tick). More run-up = more airtime distance.
|
||||
// Standing sprint jump (0t): ~3.6 blocks horizontal
|
||||
// 2-tick sprint (0.56m): ~4.3 blocks horizontal
|
||||
// 4-tick sprint (1.1m): ~5.0 blocks horizontal
|
||||
double minApproachSq;
|
||||
if (_horizDist >= 3.5)
|
||||
minApproachSq = 0.25; // 0.5 blocks
|
||||
else if (_horizDist >= 2.5 && !_isDiagonal)
|
||||
minApproachSq = 0.12; // ~0.35 blocks
|
||||
if (_horizDist >= 5.0)
|
||||
minApproachSq = 0.64; // 0.8 blocks - 3+ ticks of sprint
|
||||
else if (_horizDist >= 4.0)
|
||||
minApproachSq = 0.36; // 0.6 blocks - 2-3 ticks of sprint
|
||||
else if (_horizDist > 2.5)
|
||||
minApproachSq = 0.09; // 0.3 blocks - 1-2 ticks of sprint
|
||||
else
|
||||
minApproachSq = 0.0;
|
||||
|
||||
if (fromStartSq >= minApproachSq)
|
||||
bool yawAligned = yawDelta < YawToleranceDeg;
|
||||
bool posReady = fromStartSq >= minApproachSq;
|
||||
|
||||
if (yawAligned && posReady)
|
||||
{
|
||||
input.Jump = true;
|
||||
_phase = Phase.Airborne;
|
||||
}
|
||||
}
|
||||
if (_tickCount > 30)
|
||||
if (_tickCount > 40)
|
||||
return TemplateState.Failed;
|
||||
break;
|
||||
|
||||
case Phase.Airborne:
|
||||
{
|
||||
if (!physics.OnGround)
|
||||
break;
|
||||
_phase = Phase.Landing;
|
||||
goto case Phase.Landing;
|
||||
_leftGround = true;
|
||||
|
||||
bool pastTarget = IsPastTarget(pos);
|
||||
bool releaseInAir = TransitionBrakingPlanner.ShouldReleaseForwardInAir(_segment, _nextSegment, pos, physics);
|
||||
|
||||
if (releaseInAir || pastTarget)
|
||||
{
|
||||
input.Forward = false;
|
||||
input.Sprint = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
input.Forward = true;
|
||||
input.Sprint = true;
|
||||
}
|
||||
|
||||
if (_leftGround && physics.OnGround)
|
||||
{
|
||||
_phase = Phase.Landing;
|
||||
goto case Phase.Landing;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case Phase.Landing:
|
||||
double horizTolerance = _horizDist >= 3.5 ? 3.0 : 2.0;
|
||||
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
|
||||
TemplateHelper.ApplyDecision(input, decision);
|
||||
if (decision.HoldBack)
|
||||
TemplateHelper.FaceSegmentHeading(physics, _segment);
|
||||
|
||||
double horizToleranceLinear = _horizDist >= 3.5 ? 1.5 : 1.0;
|
||||
double horizToleranceSq = horizToleranceLinear * horizToleranceLinear;
|
||||
double vertTolerance = Math.Abs(ExpectedEnd.Y - ExpectedStart.Y) > 0.5 ? 1.5 : 1.0;
|
||||
if (horizDistSq < horizTolerance && Math.Abs(dy) < vertTolerance)
|
||||
if (_segment.ExitTransition == PathTransitionType.ContinueStraight
|
||||
&& horizDistSq < horizToleranceSq && Math.Abs(dy) < vertTolerance)
|
||||
return TemplateState.Complete;
|
||||
return TemplateState.Failed;
|
||||
|
||||
if (_segment.ExitTransition != PathTransitionType.ContinueStraight
|
||||
&& TemplateHelper.IsSettledAtEnd(pos, ExpectedEnd, physics, horizThresholdSq: 0.0025))
|
||||
{
|
||||
return TemplateState.Complete;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (pos.Y < ExpectedEnd.Y - 4.0)
|
||||
|
|
@ -101,5 +153,28 @@ namespace MinecraftClient.Pathing.Execution.Templates
|
|||
|
||||
return TemplateState.InProgress;
|
||||
}
|
||||
|
||||
private bool IsPastTarget(Location pos)
|
||||
{
|
||||
double dirX = ExpectedEnd.X - ExpectedStart.X;
|
||||
double dirZ = ExpectedEnd.Z - ExpectedStart.Z;
|
||||
double len = Math.Sqrt(dirX * dirX + dirZ * dirZ);
|
||||
if (len < 0.001) return false;
|
||||
dirX /= len;
|
||||
dirZ /= len;
|
||||
|
||||
double relX = pos.X - ExpectedEnd.X;
|
||||
double relZ = pos.Z - ExpectedEnd.Z;
|
||||
double dot = relX * dirX + relZ * dirZ;
|
||||
return dot > 0.0;
|
||||
}
|
||||
|
||||
private static float YawDifference(float current, float target)
|
||||
{
|
||||
float delta = target - current;
|
||||
while (delta > 180f) delta -= 360f;
|
||||
while (delta < -180f) delta += 360f;
|
||||
return Math.Abs(delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using MinecraftClient.Mapping;
|
||||
using MinecraftClient.Physics;
|
||||
|
||||
namespace MinecraftClient.Pathing.Execution.Templates
|
||||
{
|
||||
|
|
@ -75,5 +76,28 @@ namespace MinecraftClient.Pathing.Execution.Templates
|
|||
double dy = target.Y - pos.Y;
|
||||
return dx * dx + dz * dz < horizThresholdSq && Math.Abs(dy) < vertThreshold;
|
||||
}
|
||||
|
||||
internal static void FaceSegmentHeading(PlayerPhysics physics, PathSegment segment)
|
||||
{
|
||||
float headingYaw = CalculateYaw(segment.HeadingX, segment.HeadingZ);
|
||||
physics.Yaw = SmoothYaw(physics.Yaw, headingYaw);
|
||||
}
|
||||
|
||||
internal static void ApplyDecision(MovementInput input, TransitionBrakingDecision decision)
|
||||
{
|
||||
input.Forward = decision.HoldForward;
|
||||
input.Sprint = decision.HoldSprint;
|
||||
input.Back = decision.HoldBack;
|
||||
}
|
||||
|
||||
internal static bool IsSettledAtEnd(Location pos, Location target, PlayerPhysics physics,
|
||||
double horizThresholdSq = 0.0025, double speedThresholdSq = 0.0016)
|
||||
{
|
||||
double dx = target.X - pos.X;
|
||||
double dz = target.Z - pos.Z;
|
||||
double horizontalSpeedSq = physics.DeltaMovement.X * physics.DeltaMovement.X
|
||||
+ physics.DeltaMovement.Z * physics.DeltaMovement.Z;
|
||||
return dx * dx + dz * dz <= horizThresholdSq && horizontalSpeedSq <= speedThresholdSq;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,18 +13,22 @@ namespace MinecraftClient.Pathing.Execution.Templates
|
|||
public Location ExpectedStart { get; }
|
||||
public Location ExpectedEnd { get; }
|
||||
|
||||
private readonly PathSegment _segment;
|
||||
private readonly PathSegment? _nextSegment;
|
||||
private int _tickCount;
|
||||
private Location _lastPos;
|
||||
private int _stuckTicks;
|
||||
|
||||
public WalkTemplate(Location start, Location end)
|
||||
public WalkTemplate(PathSegment segment, PathSegment? nextSegment)
|
||||
{
|
||||
ExpectedStart = start;
|
||||
ExpectedEnd = end;
|
||||
_lastPos = start;
|
||||
_segment = segment;
|
||||
_nextSegment = nextSegment;
|
||||
ExpectedStart = segment.Start;
|
||||
ExpectedEnd = segment.End;
|
||||
_lastPos = segment.Start;
|
||||
}
|
||||
|
||||
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
|
||||
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
|
||||
{
|
||||
_tickCount++;
|
||||
|
||||
|
|
@ -35,17 +39,24 @@ namespace MinecraftClient.Pathing.Execution.Templates
|
|||
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
|
||||
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
|
||||
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
|
||||
input.Forward = true;
|
||||
input.Sprint = true;
|
||||
|
||||
if (TemplateHelper.IsNear(pos, ExpectedEnd, horizThresholdSq: 0.20))
|
||||
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
|
||||
TemplateHelper.ApplyDecision(input, decision);
|
||||
if (decision.HoldBack)
|
||||
TemplateHelper.FaceSegmentHeading(physics, _segment);
|
||||
|
||||
if (_segment.ExitTransition == PathTransitionType.ContinueStraight && TemplateHelper.IsNear(pos, ExpectedEnd, horizThresholdSq: 0.09))
|
||||
return TemplateState.Complete;
|
||||
|
||||
if (_segment.ExitTransition != PathTransitionType.ContinueStraight && TemplateHelper.IsSettledAtEnd(pos, ExpectedEnd, physics))
|
||||
return TemplateState.Complete;
|
||||
|
||||
double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos);
|
||||
_stuckTicks = movedSq < 0.0005 ? _stuckTicks + 1 : 0;
|
||||
_lastPos = pos;
|
||||
|
||||
if (_stuckTicks > 40 || _tickCount > 100)
|
||||
int maxTicks = _segment.ExitTransition == PathTransitionType.ContinueStraight ? 100 : 140;
|
||||
if (_stuckTicks > 40 || _tickCount > maxTicks)
|
||||
return TemplateState.Failed;
|
||||
|
||||
return TemplateState.InProgress;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,14 @@
|
|||
namespace MinecraftClient.Pathing.Execution
|
||||
{
|
||||
public readonly record struct TransitionBrakingDecision(bool HoldForward, bool HoldSprint, bool HoldBack)
|
||||
{
|
||||
public static TransitionBrakingDecision CarryMomentum(bool preserveSprint) =>
|
||||
new(true, preserveSprint, false);
|
||||
|
||||
public static TransitionBrakingDecision Coast =>
|
||||
new(false, false, false);
|
||||
|
||||
public static TransitionBrakingDecision Brake =>
|
||||
new(false, false, true);
|
||||
}
|
||||
}
|
||||
107
MinecraftClient/Pathing/Execution/TransitionBrakingPlanner.cs
Normal file
107
MinecraftClient/Pathing/Execution/TransitionBrakingPlanner.cs
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
using System;
|
||||
using MinecraftClient.Mapping;
|
||||
using MinecraftClient.Physics;
|
||||
|
||||
namespace MinecraftClient.Pathing.Execution
|
||||
{
|
||||
public static class TransitionBrakingPlanner
|
||||
{
|
||||
private const double GroundSpeedThreshold = 0.025;
|
||||
private const int MaxSimulationTicks = 14;
|
||||
private const double FinalStopLead = 0.06;
|
||||
private const double FinalBrakeLead = 0.04;
|
||||
private const double TurnBrakeLead = 0.10;
|
||||
private const double AirReleaseLead = 0.14;
|
||||
|
||||
public static TransitionBrakingDecision Plan(PathSegment current, PathSegment? next, Location pos, PlayerPhysics physics, World world)
|
||||
{
|
||||
if (current.ExitTransition is PathTransitionType.ContinueStraight or PathTransitionType.PrepareJump)
|
||||
return TransitionBrakingDecision.CarryMomentum(current.PreserveSprint);
|
||||
|
||||
double remaining = RemainingDistanceAlongSegment(current, pos);
|
||||
double forwardSpeed = Math.Max(0.0, ProjectHorizontalSpeedAlongHeading(physics, current.HeadingX, current.HeadingZ));
|
||||
double coastStopDistance = EstimateGroundStopDistance(physics, world, current.HeadingX, current.HeadingZ, applyBackBrake: false);
|
||||
double hardBrakeDistance = EstimateGroundStopDistance(physics, world, current.HeadingX, current.HeadingZ, applyBackBrake: true);
|
||||
|
||||
if (current.ExitTransition == PathTransitionType.FinalStop)
|
||||
{
|
||||
if (remaining < 0.0)
|
||||
return TransitionBrakingDecision.Brake;
|
||||
|
||||
if (forwardSpeed > GroundSpeedThreshold && remaining <= hardBrakeDistance + FinalBrakeLead)
|
||||
return TransitionBrakingDecision.Brake;
|
||||
|
||||
if (forwardSpeed <= GroundSpeedThreshold && remaining > 0.0)
|
||||
return TransitionBrakingDecision.CarryMomentum(preserveSprint: false);
|
||||
}
|
||||
|
||||
if (current.ExitTransition == PathTransitionType.Turn && remaining <= hardBrakeDistance + TurnBrakeLead)
|
||||
{
|
||||
return TransitionBrakingDecision.Brake;
|
||||
}
|
||||
|
||||
if (remaining <= coastStopDistance + FinalStopLead)
|
||||
return TransitionBrakingDecision.Coast;
|
||||
|
||||
return TransitionBrakingDecision.CarryMomentum(current.PreserveSprint);
|
||||
}
|
||||
|
||||
public static bool ShouldReleaseForwardInAir(PathSegment current, PathSegment? next, Location pos, PlayerPhysics physics)
|
||||
{
|
||||
if (current.ExitTransition is not (PathTransitionType.FinalStop or PathTransitionType.Turn or PathTransitionType.LandingRecovery))
|
||||
return false;
|
||||
|
||||
double remaining = RemainingDistanceAlongSegment(current, pos);
|
||||
double forwardSpeed = Math.Max(0.0, ProjectHorizontalSpeedAlongHeading(physics, current.HeadingX, current.HeadingZ));
|
||||
|
||||
return remaining <= forwardSpeed + AirReleaseLead;
|
||||
}
|
||||
|
||||
public static double EstimateGroundStopDistance(PlayerPhysics physics, World world, int headingX, int headingZ, bool applyBackBrake)
|
||||
{
|
||||
if (!physics.OnGround)
|
||||
return 0.0;
|
||||
|
||||
double forwardSpeed = Math.Max(0.0, ProjectHorizontalSpeedAlongHeading(physics, headingX, headingZ));
|
||||
if (forwardSpeed <= GroundSpeedThreshold)
|
||||
return 0.0;
|
||||
|
||||
float blockFriction = PlayerPhysics.GetMaterialFriction(
|
||||
world.GetBlock(new Location(physics.Position.X, physics.Position.Y - 0.5000010, physics.Position.Z)).Type);
|
||||
double drag = blockFriction * PhysicsConsts.FrictionMultiplier;
|
||||
double acceleration = physics.MovementSpeed
|
||||
* (PhysicsConsts.GroundAccelerationFactor / (drag * drag * drag))
|
||||
* PhysicsConsts.InputFriction;
|
||||
|
||||
if (applyBackBrake)
|
||||
acceleration *= 0.98;
|
||||
|
||||
double distance = 0.0;
|
||||
double speed = forwardSpeed;
|
||||
for (int tick = 0; tick < MaxSimulationTicks; tick++)
|
||||
{
|
||||
distance += speed;
|
||||
speed = applyBackBrake
|
||||
? Math.Max(0.0, (speed - acceleration) * drag)
|
||||
: speed * drag;
|
||||
|
||||
if (speed <= GroundSpeedThreshold)
|
||||
break;
|
||||
}
|
||||
|
||||
return distance;
|
||||
}
|
||||
|
||||
private static double RemainingDistanceAlongSegment(PathSegment current, Location pos)
|
||||
{
|
||||
double dx = current.End.X - pos.X;
|
||||
double dz = current.End.Z - pos.Z;
|
||||
return dx * current.HeadingX + dz * current.HeadingZ;
|
||||
}
|
||||
|
||||
private static double ProjectHorizontalSpeedAlongHeading(PlayerPhysics physics, int headingX, int headingZ)
|
||||
{
|
||||
return physics.DeltaMovement.X * headingX + physics.DeltaMovement.Z * headingZ;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue