feat: add 4-block jumps, diagonal parkour, high-fall water/ladder support

MoveParkour rewritten to support both cardinal and diagonal sprint jumps
with unified (xOff, zOff) interface. New capabilities:

- 4-block cardinal sprint jumps with edge-approach timing in template
- Diagonal parkour: (2,1), (1,2), (2,2), (3,1), (1,3) in all quadrants
- Ascending parkour extended to dist=3 (cardinal)
- Overshoot safety check after landing destination
- Block parkour from climbable starting blocks (vine/ladder)

MoveDescend/MoveFall enhanced with Baritone-style dynamic fall scanning:
- Water landing: accepts falls of any height into water
- Mid-fall ladder/vine grab: resets effective fall height (<=11 blocks)
- CalculationContext gains MaxFallHeightWater, AllowLadderGrabDuringFall

SprintJumpTemplate gains distance-based approach timing:
- Long jumps (>=3.5 blocks): delays jump until 0.5 blocks from center
- Medium jumps (>=2.5): 0.35 blocks approach
- Landing tolerance scales with jump distance

All movements verified on 1.21.11 local server.

Made-with: Cursor
This commit is contained in:
BruceChen 2026-04-11 14:45:54 +08:00
parent a9c9a6a669
commit 53082d387e
9 changed files with 365 additions and 89 deletions

View file

@ -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];

View file

@ -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;

View file

@ -7,6 +7,7 @@ namespace MinecraftClient.Pathing.Execution.Templates
/// <summary>
/// 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.
/// </summary>
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;
}

View file

@ -6,6 +6,7 @@ namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// 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.
/// </summary>
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;

View file

@ -6,7 +6,9 @@ namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// 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.
/// </summary>
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;
}

View file

@ -1,10 +1,15 @@
using MinecraftClient.Mapping;
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.
/// 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.
/// </summary>
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);
}
/// <summary>
/// Scan downward for a safe landing, supporting water, ladder grabs, and
/// configurable max heights. Based on Baritone's dynamicFallCost.
/// </summary>
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();

View file

@ -1,10 +1,12 @@
using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// 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.
/// </summary>
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();

View file

@ -1,11 +1,13 @@
using System;
using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// 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.
/// </summary>
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)
/// <summary>
/// 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.
/// </summary>
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})";
}
}
}

View file

@ -74,6 +74,29 @@ namespace MinecraftClient.Pathing.Moves
return mat == Material.Water;
}
/// <summary>
/// Can the player safely land on this block? True for solid blocks
/// except bottom slabs (which cause glitchy fall damage in vanilla).
/// </summary>
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;
}
/// <summary>
/// Does this block absorb/negate fall damage?
/// Water, slime blocks, hay bales, and powder snow reduce or eliminate fall damage.
/// </summary>
public static bool AbsorbsFallDamage(Material mat)
{
return mat is Material.Water or Material.SlimeBlock
or Material.HayBlock or Material.PowderSnow;
}
/// <summary>
/// Conservative check for gate-type blocks. Since we cannot read block state
/// (open/closed) during planning, treat all fence gates as passable.