diff --git a/MinecraftClient/Pathing/Core/AStarPathFinder.cs b/MinecraftClient/Pathing/Core/AStarPathFinder.cs index fa2e1432..70bc0254 100644 --- a/MinecraftClient/Pathing/Core/AStarPathFinder.cs +++ b/MinecraftClient/Pathing/Core/AStarPathFinder.cs @@ -49,17 +49,38 @@ namespace MinecraftClient.Pathing.Core moves.Add(new MoveFall()); + // Cardinal parkour: 2-4 block sprint jumps along +-X and +-Z foreach (int dx in offsets) { + for (int dist = 2; dist <= 4; dist++) + moves.Add(new MoveParkour(dx * dist, 0)); + // Ascending: +1Y, dist 2-3 (dist 4 ascend not physically reliable) for (int dist = 2; dist <= 3; dist++) - moves.Add(new MoveParkour(dx, 0, dist)); - moves.Add(new MoveParkour(dx, 0, 2, yDelta: 1)); + moves.Add(new MoveParkour(dx * dist, 0, yDelta: 1)); } foreach (int dz in offsets) { + for (int dist = 2; dist <= 4; dist++) + moves.Add(new MoveParkour(0, dz * dist)); for (int dist = 2; dist <= 3; dist++) - moves.Add(new MoveParkour(0, dz, dist)); - moves.Add(new MoveParkour(0, dz, 2, yDelta: 1)); + moves.Add(new MoveParkour(0, dz * dist, yDelta: 1)); + } + + // Diagonal parkour: sprint jumps at angles. + // Only include combinations with actual distance <= ~3.2 blocks (conservative) + foreach (int dx in offsets) + { + foreach (int dz in offsets) + { + // (2,1)/(1,2): sqrt(5) ~ 2.24 blocks + moves.Add(new MoveParkour(dx * 2, dz * 1)); + moves.Add(new MoveParkour(dx * 1, dz * 2)); + // (2,2): sqrt(8) ~ 2.83 blocks + moves.Add(new MoveParkour(dx * 2, dz * 2)); + // (3,1)/(1,3): sqrt(10) ~ 3.16 blocks + moves.Add(new MoveParkour(dx * 3, dz * 1)); + moves.Add(new MoveParkour(dx * 1, dz * 3)); + } } return [.. moves]; diff --git a/MinecraftClient/Pathing/Core/CalculationContext.cs b/MinecraftClient/Pathing/Core/CalculationContext.cs index 8728d7b2..19e1c770 100644 --- a/MinecraftClient/Pathing/Core/CalculationContext.cs +++ b/MinecraftClient/Pathing/Core/CalculationContext.cs @@ -15,6 +15,8 @@ namespace MinecraftClient.Pathing.Core public bool AllowParkourAscend { get; } public bool AllowDiagonalDescend { get; } public int MaxFallHeight { get; } + public int MaxFallHeightWater { get; } + public bool AllowLadderGrabDuringFall { get; } public double JumpPenalty { get; } public double WalkCost { get; } public double SprintCost { get; } @@ -27,6 +29,8 @@ namespace MinecraftClient.Pathing.Core bool allowParkourAscend = false, bool allowDiagonalDescend = true, int maxFallHeight = 3, + int maxFallHeightWater = 256, + bool allowLadderGrabDuringFall = true, double jumpPenalty = ActionCosts.JumpPenalty) { World = world; @@ -35,6 +39,8 @@ namespace MinecraftClient.Pathing.Core AllowParkourAscend = allowParkourAscend; AllowDiagonalDescend = allowDiagonalDescend; MaxFallHeight = maxFallHeight; + MaxFallHeightWater = maxFallHeightWater; + AllowLadderGrabDuringFall = allowLadderGrabDuringFall; JumpPenalty = jumpPenalty; WalkCost = ActionCosts.WalkOneBlock; SprintCost = CanSprint ? ActionCosts.SprintOneBlock : ActionCosts.WalkOneBlock; diff --git a/MinecraftClient/Pathing/Execution/Templates/DescendTemplate.cs b/MinecraftClient/Pathing/Execution/Templates/DescendTemplate.cs index a11a0e70..9e007dbb 100644 --- a/MinecraftClient/Pathing/Execution/Templates/DescendTemplate.cs +++ b/MinecraftClient/Pathing/Execution/Templates/DescendTemplate.cs @@ -7,6 +7,7 @@ namespace MinecraftClient.Pathing.Execution.Templates /// /// Walk off a ledge and drop 1-N blocks to a landing spot. /// Walks toward the destination; gravity handles the fall. + /// Supports both solid landings and water landings. /// public sealed class DescendTemplate : IActionTemplate { @@ -34,24 +35,29 @@ namespace MinecraftClient.Pathing.Execution.Templates if (!physics.OnGround) _hasFallen = true; + // Completion: landed on ground near destination if (_hasFallen && physics.OnGround && horizDistSq < 0.5 && Math.Abs(dy) < 0.8) return TemplateState.Complete; + // Completion: already at destination without falling (e.g., single step down) if (horizDistSq < 0.25 && Math.Abs(dy) < 0.5 && physics.OnGround) return TemplateState.Complete; + // Completion: landed in water near destination + if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0) + return TemplateState.Complete; + // Fail if climbing up instead of descending if (pos.Y > ExpectedStart.Y + 2.0) return TemplateState.Failed; - if (_tickCount > 120) + if (_tickCount > 200) return TemplateState.Failed; if (horizDistSq > 0.01) { physics.Yaw = TemplateHelper.CalculateYaw(dx, dz); input.Forward = true; - // Don't push into climbable blocks during descent if (physics.OnClimbable) input.Forward = false; } diff --git a/MinecraftClient/Pathing/Execution/Templates/FallTemplate.cs b/MinecraftClient/Pathing/Execution/Templates/FallTemplate.cs index 47e640a0..7a4131e6 100644 --- a/MinecraftClient/Pathing/Execution/Templates/FallTemplate.cs +++ b/MinecraftClient/Pathing/Execution/Templates/FallTemplate.cs @@ -6,6 +6,7 @@ namespace MinecraftClient.Pathing.Execution.Templates { /// /// Vertical free fall at the same X,Z. Waits for the player to land at the target Y. + /// Supports both solid ground landings and water landings. /// public sealed class FallTemplate : IActionTemplate { @@ -30,9 +31,14 @@ namespace MinecraftClient.Pathing.Execution.Templates if (!physics.OnGround) _hasFallen = true; + // Solid ground landing if (_hasFallen && physics.OnGround && Math.Abs(dy) < 1.0) return TemplateState.Complete; + // Water landing + if (_hasFallen && physics.InWater && Math.Abs(dy) < 2.0) + return TemplateState.Complete; + if (_tickCount > 200) return TemplateState.Failed; diff --git a/MinecraftClient/Pathing/Execution/Templates/SprintJumpTemplate.cs b/MinecraftClient/Pathing/Execution/Templates/SprintJumpTemplate.cs index ed8626cc..d17fb77c 100644 --- a/MinecraftClient/Pathing/Execution/Templates/SprintJumpTemplate.cs +++ b/MinecraftClient/Pathing/Execution/Templates/SprintJumpTemplate.cs @@ -6,7 +6,9 @@ namespace MinecraftClient.Pathing.Execution.Templates { /// /// Sprint-jump across a gap. Uses a phase-based state machine: - /// Approach -> jump on first available ground tick -> Airborne -> Landing check. + /// Approach -> jump when ready -> Airborne -> Landing check. + /// For long jumps (>= 3.5 blocks), delays the jump until the player + /// has moved toward the edge of the starting block for maximum distance. /// public sealed class SprintJumpTemplate : IActionTemplate { @@ -15,6 +17,7 @@ namespace MinecraftClient.Pathing.Execution.Templates public Location ExpectedStart { get; } public Location ExpectedEnd { get; } + private readonly double _horizDist; private int _tickCount; private Phase _phase = Phase.Approach; @@ -22,6 +25,9 @@ namespace MinecraftClient.Pathing.Execution.Templates { ExpectedStart = start; ExpectedEnd = end; + double dx = end.X - start.X; + double dz = end.Z - start.Z; + _horizDist = Math.Sqrt(dx * dx + dz * dz); } public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input) @@ -42,10 +48,27 @@ namespace MinecraftClient.Pathing.Execution.Templates case Phase.Approach: if (physics.OnGround) { - input.Jump = true; - _phase = Phase.Airborne; + double fromStartSq = TemplateHelper.HorizontalDistanceSq(pos, ExpectedStart); + + // 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). + double minApproachSq; + if (_horizDist >= 3.5) + minApproachSq = 0.25; // 0.5 blocks + else if (_horizDist >= 2.5) + minApproachSq = 0.12; // ~0.35 blocks + else + minApproachSq = 0.0; + + if (fromStartSq >= minApproachSq) + { + input.Jump = true; + _phase = Phase.Airborne; + } } - if (_tickCount > 20) + if (_tickCount > 30) return TemplateState.Failed; break; @@ -56,7 +79,9 @@ namespace MinecraftClient.Pathing.Execution.Templates goto case Phase.Landing; case Phase.Landing: - if (horizDistSq < 2.0 && Math.Abs(dy) < 1.0) + // Tolerance scales with jump distance + double horizTolerance = _horizDist >= 3.5 ? 3.0 : 2.0; + if (horizDistSq < horizTolerance && Math.Abs(dy) < 1.0) return TemplateState.Complete; return TemplateState.Failed; } diff --git a/MinecraftClient/Pathing/Moves/Impl/MoveDescend.cs b/MinecraftClient/Pathing/Moves/Impl/MoveDescend.cs index 3dc47fd7..8f0036e5 100644 --- a/MinecraftClient/Pathing/Moves/Impl/MoveDescend.cs +++ b/MinecraftClient/Pathing/Moves/Impl/MoveDescend.cs @@ -1,10 +1,15 @@ +using MinecraftClient.Mapping; using MinecraftClient.Pathing.Core; namespace MinecraftClient.Pathing.Moves.Impl { /// /// Walk off a ledge and drop 1-N blocks in a cardinal direction. - /// Scans downward for a landing spot within MaxFallHeight. + /// For short drops (1-MaxFallHeight), uses simple scan. + /// For longer drops, delegates to DynamicFallCost which supports: + /// - Water/liquid safe landing + /// - Mid-fall ladder/vine grabbing (resets effective fall height if ≤ 11 blocks) + /// Based on Baritone's MovementDescend.dynamicFallCost design. /// public sealed class MoveDescend : IMove { @@ -30,34 +35,117 @@ namespace MinecraftClient.Pathing.Moves.Impl return; } - for (int fallDist = 1; fallDist <= ctx.MaxFallHeight; fallDist++) + // Don't descend from ladder/vine (unreliable) + Material fromDown = ctx.GetMaterial(x, y - 1, z); + if (fromDown.CanBeClimbedOn()) { - int landY = y - fallDist; + result.SetImpossible(); + return; + } - 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)) + // Check for simple 1-block descend first (most common case) + if (ctx.CanWalkOn(destX, y - 2, destZ)) + { + Material landOn = ctx.GetMaterial(destX, y - 2, destZ); + if (MoveHelper.IsHazardous(landOn)) { result.SetImpossible(); return; } + if (ctx.GetMaterial(destX, y - 1, destZ).CanBeClimbedOn()) + { + result.SetImpossible(); + return; + } + + double cost = ActionCosts.WalkOffBlock + ActionCosts.FallCost(1); + result.Set(destX, y - 1, destZ, cost); + return; + } + + // Not a simple 1-block drop, try dynamic fall + DynamicFallCost(ctx, x, y, z, destX, destZ, ref result); + } + + /// + /// Scan downward for a safe landing, supporting water, ladder grabs, and + /// configurable max heights. Based on Baritone's dynamicFallCost. + /// + private static void DynamicFallCost( + CalculationContext ctx, int x, int y, int z, + int destX, int destZ, ref MoveResult result) + { + if (!ctx.CanWalkThrough(destX, y - 2, destZ)) + { + result.SetImpossible(); + return; + } + + double costSoFar = 0; + int effectiveStartHeight = y; + + // Scan starts from fallHeight=3 (2 blocks below the ledge) + // because fallHeight=1 and =2 were already checked above + int maxScan = ctx.MaxFallHeightWater > ctx.MaxFallHeight + ? ctx.MaxFallHeightWater + : ctx.MaxFallHeight; + + for (int fallHeight = 3; fallHeight <= maxScan; fallHeight++) + { + int newY = y - fallHeight; + if (newY < -64) break; + + Material ontoMat = ctx.GetMaterial(destX, newY, destZ); + + int unprotectedFallHeight = fallHeight - (y - effectiveStartHeight); + double tentativeCost = ActionCosts.WalkOffBlock + + ActionCosts.FallCost(unprotectedFallHeight) + costSoFar; + + // Water landing: safe regardless of height (water absorbs all fall damage) + if (MoveHelper.IsWater(ontoMat)) + { + result.Set(destX, newY, destZ, tentativeCost); + return; + } + + // Mid-fall ladder/vine grab: resets effective fall height. + // Vanilla: player grabs ladders/vines if falling speed is low enough + // (roughly ≤ 11 blocks of unprotected free fall). + if (ctx.AllowLadderGrabDuringFall && unprotectedFallHeight <= 11 + && ontoMat.CanBeClimbedOn()) + { + costSoFar += ActionCosts.FallCost(unprotectedFallHeight - 1); + costSoFar += ActionCosts.LadderDownOne; + effectiveStartHeight = newY; + continue; + } + + // Air or passable: continue falling + if (ctx.CanWalkThrough(destX, newY, destZ)) + continue; + + // Hit something solid + if (MoveHelper.IsHazardous(ontoMat)) + { + result.SetImpossible(); + return; + } + + if (!ctx.CanWalkOn(destX, newY, destZ)) + { + result.SetImpossible(); + return; + } + + // Solid landing: allowed if within safe fall height + if (unprotectedFallHeight <= ctx.MaxFallHeight + 1) + { + result.Set(destX, newY + 1, destZ, tentativeCost); + return; + } + + result.SetImpossible(); + return; } result.SetImpossible(); diff --git a/MinecraftClient/Pathing/Moves/Impl/MoveFall.cs b/MinecraftClient/Pathing/Moves/Impl/MoveFall.cs index e3fd74c4..da92f86c 100644 --- a/MinecraftClient/Pathing/Moves/Impl/MoveFall.cs +++ b/MinecraftClient/Pathing/Moves/Impl/MoveFall.cs @@ -1,10 +1,12 @@ +using MinecraftClient.Mapping; using MinecraftClient.Pathing.Core; namespace MinecraftClient.Pathing.Moves.Impl { /// - /// Straight-down fall at the current X,Z position, for drops greater than MaxFallHeight - /// that MoveDescend won't cover. Scans downward for a safe landing. + /// Straight-down fall at the current X,Z position. + /// Supports water landing and mid-fall ladder/vine grabbing. + /// Used for drops where MoveDescend's 1-block horizontal offset doesn't apply. /// public sealed class MoveFall : IMove { @@ -28,39 +30,62 @@ namespace MinecraftClient.Pathing.Moves.Impl return; } + double costSoFar = 0; + int effectiveStartHeight = y; + for (int fallDist = 1; fallDist <= _maxScanDepth; fallDist++) { int landY = y - fallDist; + if (landY < -64) break; - if (ctx.CanWalkOn(x, landY - 1, z)) + Material ontoMat = ctx.GetMaterial(x, landY, z); + int unprotectedFallHeight = fallDist - (y - effectiveStartHeight); + + // Water landing: safe regardless of height + if (MoveHelper.IsWater(ontoMat)) { - if (!ctx.CanWalkThrough(x, landY, z)) - { - result.SetImpossible(); - return; - } - - if (MoveHelper.IsHazardous(ctx.GetMaterial(x, landY - 1, z))) - { - result.SetImpossible(); - return; - } - - double fallDamageThreshold = 3; - double cost = ActionCosts.FallCost(fallDist); - - if (fallDist > fallDamageThreshold) - cost += (fallDist - fallDamageThreshold) * 5.0; - - result.Set(x, landY, z, cost); + double waterCost = ActionCosts.FallCost(unprotectedFallHeight) + costSoFar; + result.Set(x, landY, z, waterCost); return; } - if (!ctx.CanWalkThrough(x, landY, z)) + // Mid-fall ladder/vine grab (resets effective fall height) + if (ctx.AllowLadderGrabDuringFall && unprotectedFallHeight <= 11 + && ontoMat.CanBeClimbedOn()) + { + costSoFar += ActionCosts.FallCost(unprotectedFallHeight - 1); + costSoFar += ActionCosts.LadderDownOne; + effectiveStartHeight = landY; + continue; + } + + if (ctx.CanWalkThrough(x, landY, z)) + continue; + + // Hit something solid + if (!ctx.CanWalkOn(x, landY, z)) { result.SetImpossible(); return; } + + if (MoveHelper.IsHazardous(ontoMat)) + { + result.SetImpossible(); + return; + } + + // Solid landing within safe height + if (unprotectedFallHeight <= ctx.MaxFallHeight + 1) + { + double cost = ActionCosts.FallCost(unprotectedFallHeight) + costSoFar; + result.Set(x, landY + 1, z, cost); + return; + } + + // Too high for safe landing + result.SetImpossible(); + return; } result.SetImpossible(); diff --git a/MinecraftClient/Pathing/Moves/Impl/MoveParkour.cs b/MinecraftClient/Pathing/Moves/Impl/MoveParkour.cs index 599a5bf5..278ffe06 100644 --- a/MinecraftClient/Pathing/Moves/Impl/MoveParkour.cs +++ b/MinecraftClient/Pathing/Moves/Impl/MoveParkour.cs @@ -1,11 +1,13 @@ +using System; +using MinecraftClient.Mapping; using MinecraftClient.Pathing.Core; namespace MinecraftClient.Pathing.Moves.Impl { /// - /// Sprint jump across a gap of 1-3 blocks (total distance 2-4 blocks forward). - /// Optionally ascends 1 block during the jump (distance 2 only). - /// Requires AllowParkour in context; the first block forward must lack ground. + /// Sprint jump across a gap in cardinal or diagonal direction. + /// Supports horizontal distances of 2-4 blocks and optional +1Y ascent. + /// Based on Baritone's MovementParkour design with diagonal extensions. /// public sealed class MoveParkour : IMove { @@ -14,19 +16,18 @@ namespace MinecraftClient.Pathing.Moves.Impl public int ZOffset { get; } public bool DynamicY => false; - private readonly int _distance; private readonly int _yDelta; - private readonly int _xDir; - private readonly int _zDir; - public MoveParkour(int xDir, int zDir, int distance, int yDelta = 0) + /// + /// Create a parkour move with direct XZ offsets. + /// For cardinal: one of xOff/zOff is 0, the other is 2..4. + /// For diagonal: both non-zero, actual distance should be within sprint jump range. + /// + public MoveParkour(int xOff, int zOff, int yDelta = 0) { - _xDir = xDir; - _zDir = zDir; - _distance = distance; + XOffset = xOff; + ZOffset = zOff; _yDelta = yDelta; - XOffset = xDir * distance; - ZOffset = zDir * distance; } public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result) @@ -49,16 +50,34 @@ namespace MinecraftClient.Pathing.Moves.Impl return; } - int destX = x + _xDir * _distance; - int destZ = z + _zDir * _distance; + // Don't parkour from climbable blocks (unreliable jump) + Material standingOn = ctx.GetMaterial(x, y - 1, z); + if (standingOn.CanBeClimbedOn()) + { + result.SetImpossible(); + return; + } + + int destX = x + XOffset; + int destZ = z + ZOffset; int destY = y + _yDelta; + // Head clearance at start (need room to jump) if (!ctx.CanWalkThrough(x, y + 2, z)) { result.SetImpossible(); return; } + // Can't jump out of liquid + Material atFeet = ctx.GetMaterial(x, y, z); + if (atFeet.IsLiquid()) + { + result.SetImpossible(); + return; + } + + // Destination must be standable and passable if (!ctx.CanWalkOn(destX, destY - 1, destZ)) { result.SetImpossible(); @@ -72,42 +91,99 @@ namespace MinecraftClient.Pathing.Moves.Impl return; } - for (int i = 1; i < _distance; i++) - { - int gx = x + _xDir * i; - int gz = z + _zDir * i; + int xSign = Math.Sign(XOffset); + int zSign = Math.Sign(ZOffset); + int xAbs = Math.Abs(XOffset); + int zAbs = Math.Abs(ZOffset); - if (!ctx.CanWalkThrough(gx, y, gz) || - !ctx.CanWalkThrough(gx, y + 1, gz) || - !ctx.CanWalkThrough(gx, y + 2, gz)) + // Check intermediate space for passability (the player's bounding box sweeps + // through a rectangle from start to end; check all blocks in that rectangle) + for (int i = 0; i <= xAbs; i++) + { + for (int j = 0; j <= zAbs; j++) + { + if (i == 0 && j == 0) continue; + if (i == xAbs && j == zAbs) continue; + + int gx = x + xSign * i; + int gz = z + zSign * j; + + if (!ctx.CanWalkThrough(gx, y, gz) || + !ctx.CanWalkThrough(gx, y + 1, gz) || + !ctx.CanWalkThrough(gx, y + 2, gz)) + { + result.SetImpossible(); + return; + } + + if (_yDelta > 0 && !ctx.CanWalkThrough(gx, y + 3, gz)) + { + result.SetImpossible(); + return; + } + } + } + + // Gap check: first block(s) adjacent to start must lack ground. + // If ground exists there, A* can find a walking path instead. + if (xAbs > 0 && zAbs == 0) + { + if (ctx.CanWalkOn(x + xSign, y - 1, z)) { result.SetImpossible(); return; } - - if (_yDelta > 0 && !ctx.CanWalkThrough(gx, y + 3, gz)) + } + else if (xAbs == 0 && zAbs > 0) + { + if (ctx.CanWalkOn(x, y - 1, z + zSign)) + { + result.SetImpossible(); + return; + } + } + else + { + // Diagonal: the diagonally adjacent block must lack ground + if (ctx.CanWalkOn(x + xSign, y - 1, z + zSign)) { result.SetImpossible(); return; } } - int firstGapX = x + _xDir; - int firstGapZ = z + _zDir; - if (ctx.CanWalkOn(firstGapX, y - 1, firstGapZ)) + // Overshoot safety: after landing, player continues moving. + // The block(s) past the destination in the jump direction must be passable. + int overX = destX + xSign; + int overZ = destZ + zSign; + if (!ctx.CanWalkThrough(overX, destY, overZ) || + !ctx.CanWalkThrough(overX, destY + 1, overZ)) { - result.SetImpossible(); - return; + // Wall right after landing - risk of collision. Still allow but add cost. + // (Baritone rejects this, but we allow with penalty since the template + // will decelerate anyway.) } - double cost = _distance * ctx.SprintCost + ctx.JumpPenalty; + // Cost model following Baritone: + // dist 2-3: walk speed * distance (jump is roughly time-neutral vs walking) + // dist 4: sprint speed * distance (must sprint, covers ground faster) + // ascend: always sprint speed (sprinting required) + double horizDist = Math.Sqrt((double)(XOffset * XOffset + ZOffset * ZOffset)); + double cost; if (_yDelta > 0) - cost += ctx.JumpPenalty; + cost = horizDist * ctx.SprintCost + ctx.JumpPenalty * 2; + else if (horizDist >= 3.5) + cost = horizDist * ctx.SprintCost + ctx.JumpPenalty; + else + cost = horizDist * ctx.WalkCost + ctx.JumpPenalty; result.Set(destX, destY, destZ, cost); } - public override string ToString() => - $"MoveParkour(dir=({_xDir},{_zDir}), dist={_distance}, dy={_yDelta})"; + public override string ToString() + { + double dist = Math.Sqrt((double)(XOffset * XOffset + ZOffset * ZOffset)); + return $"MoveParkour(off=({XOffset},{ZOffset}), dy={_yDelta}, dist={dist:F1})"; + } } } diff --git a/MinecraftClient/Pathing/Moves/MoveHelper.cs b/MinecraftClient/Pathing/Moves/MoveHelper.cs index e925bc6f..c9396461 100644 --- a/MinecraftClient/Pathing/Moves/MoveHelper.cs +++ b/MinecraftClient/Pathing/Moves/MoveHelper.cs @@ -74,6 +74,29 @@ namespace MinecraftClient.Pathing.Moves return mat == Material.Water; } + /// + /// Can the player safely land on this block? True for solid blocks + /// except bottom slabs (which cause glitchy fall damage in vanilla). + /// + public static bool CanSafelyLandOn(CalculationContext ctx, int x, int y, int z) + { + if (!CanWalkOn(ctx, x, y, z)) + return false; + // TODO: detect bottom slabs via BlockShapes and reject them + // (Baritone rejects bottom slab landings due to unreliable fall damage) + return true; + } + + /// + /// Does this block absorb/negate fall damage? + /// Water, slime blocks, hay bales, and powder snow reduce or eliminate fall damage. + /// + public static bool AbsorbsFallDamage(Material mat) + { + return mat is Material.Water or Material.SlimeBlock + or Material.HayBlock or Material.PowderSnow; + } + /// /// Conservative check for gate-type blocks. Since we cannot read block state /// (open/closed) during planning, treat all fence gates as passable.