mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
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
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9 changed files with 365 additions and 89 deletions
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@ -49,17 +49,38 @@ namespace MinecraftClient.Pathing.Core
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moves.Add(new MoveFall());
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// Cardinal parkour: 2-4 block sprint jumps along +-X and +-Z
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foreach (int dx in offsets)
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{
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for (int dist = 2; dist <= 4; dist++)
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moves.Add(new MoveParkour(dx * dist, 0));
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// Ascending: +1Y, dist 2-3 (dist 4 ascend not physically reliable)
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for (int dist = 2; dist <= 3; dist++)
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moves.Add(new MoveParkour(dx, 0, dist));
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moves.Add(new MoveParkour(dx, 0, 2, yDelta: 1));
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moves.Add(new MoveParkour(dx * dist, 0, yDelta: 1));
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}
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foreach (int dz in offsets)
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{
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for (int dist = 2; dist <= 4; dist++)
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moves.Add(new MoveParkour(0, dz * dist));
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for (int dist = 2; dist <= 3; dist++)
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moves.Add(new MoveParkour(0, dz, dist));
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moves.Add(new MoveParkour(0, dz, 2, yDelta: 1));
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moves.Add(new MoveParkour(0, dz * dist, yDelta: 1));
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}
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// Diagonal parkour: sprint jumps at angles.
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// Only include combinations with actual distance <= ~3.2 blocks (conservative)
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foreach (int dx in offsets)
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{
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foreach (int dz in offsets)
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{
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// (2,1)/(1,2): sqrt(5) ~ 2.24 blocks
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moves.Add(new MoveParkour(dx * 2, dz * 1));
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moves.Add(new MoveParkour(dx * 1, dz * 2));
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// (2,2): sqrt(8) ~ 2.83 blocks
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moves.Add(new MoveParkour(dx * 2, dz * 2));
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// (3,1)/(1,3): sqrt(10) ~ 3.16 blocks
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moves.Add(new MoveParkour(dx * 3, dz * 1));
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moves.Add(new MoveParkour(dx * 1, dz * 3));
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}
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}
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return [.. moves];
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@ -15,6 +15,8 @@ namespace MinecraftClient.Pathing.Core
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public bool AllowParkourAscend { get; }
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public bool AllowDiagonalDescend { get; }
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public int MaxFallHeight { get; }
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public int MaxFallHeightWater { get; }
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public bool AllowLadderGrabDuringFall { get; }
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public double JumpPenalty { get; }
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public double WalkCost { get; }
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public double SprintCost { get; }
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@ -27,6 +29,8 @@ namespace MinecraftClient.Pathing.Core
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bool allowParkourAscend = false,
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bool allowDiagonalDescend = true,
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int maxFallHeight = 3,
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int maxFallHeightWater = 256,
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bool allowLadderGrabDuringFall = true,
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double jumpPenalty = ActionCosts.JumpPenalty)
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{
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World = world;
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@ -35,6 +39,8 @@ namespace MinecraftClient.Pathing.Core
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AllowParkourAscend = allowParkourAscend;
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AllowDiagonalDescend = allowDiagonalDescend;
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MaxFallHeight = maxFallHeight;
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MaxFallHeightWater = maxFallHeightWater;
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AllowLadderGrabDuringFall = allowLadderGrabDuringFall;
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JumpPenalty = jumpPenalty;
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WalkCost = ActionCosts.WalkOneBlock;
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SprintCost = CanSprint ? ActionCosts.SprintOneBlock : ActionCosts.WalkOneBlock;
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@ -7,6 +7,7 @@ namespace MinecraftClient.Pathing.Execution.Templates
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/// <summary>
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/// Walk off a ledge and drop 1-N blocks to a landing spot.
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/// Walks toward the destination; gravity handles the fall.
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/// Supports both solid landings and water landings.
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/// </summary>
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public sealed class DescendTemplate : IActionTemplate
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{
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@ -34,24 +35,29 @@ 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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// Fail if climbing up instead of descending
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if (pos.Y > ExpectedStart.Y + 2.0)
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return TemplateState.Failed;
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if (_tickCount > 120)
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if (_tickCount > 200)
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return TemplateState.Failed;
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if (horizDistSq > 0.01)
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{
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physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
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input.Forward = true;
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// Don't push into climbable blocks during descent
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if (physics.OnClimbable)
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input.Forward = false;
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}
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@ -6,6 +6,7 @@ namespace MinecraftClient.Pathing.Execution.Templates
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{
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/// <summary>
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/// Vertical free fall at the same X,Z. Waits for the player to land at the target Y.
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/// Supports both solid ground landings and water landings.
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/// </summary>
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public sealed class FallTemplate : IActionTemplate
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{
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@ -30,9 +31,14 @@ namespace MinecraftClient.Pathing.Execution.Templates
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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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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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return TemplateState.Complete;
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if (_tickCount > 200)
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return TemplateState.Failed;
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@ -6,7 +6,9 @@ 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 on first available ground tick -> Airborne -> Landing check.
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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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/// </summary>
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public sealed class SprintJumpTemplate : IActionTemplate
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{
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@ -15,6 +17,7 @@ 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 double _horizDist;
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private int _tickCount;
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private Phase _phase = Phase.Approach;
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@ -22,6 +25,9 @@ namespace MinecraftClient.Pathing.Execution.Templates
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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double dx = end.X - start.X;
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double dz = end.Z - start.Z;
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_horizDist = Math.Sqrt(dx * dx + dz * dz);
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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@ -42,10 +48,27 @@ namespace MinecraftClient.Pathing.Execution.Templates
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case Phase.Approach:
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if (physics.OnGround)
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{
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input.Jump = true;
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_phase = Phase.Airborne;
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double fromStartSq = TemplateHelper.HorizontalDistanceSq(pos, ExpectedStart);
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// For long jumps, delay the jump until the player has sprinted
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// toward the block edge. Baritone waits until playerFeet is in
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// the next block (~0.5 blocks from center) for dist >= 4.
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// For medium jumps (dist 3), wait 0.35 blocks (Baritone: 0.7).
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double minApproachSq;
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if (_horizDist >= 3.5)
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minApproachSq = 0.25; // 0.5 blocks
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else if (_horizDist >= 2.5)
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minApproachSq = 0.12; // ~0.35 blocks
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else
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minApproachSq = 0.0;
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if (fromStartSq >= minApproachSq)
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{
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input.Jump = true;
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_phase = Phase.Airborne;
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}
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}
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if (_tickCount > 20)
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if (_tickCount > 30)
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return TemplateState.Failed;
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break;
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@ -56,7 +79,9 @@ namespace MinecraftClient.Pathing.Execution.Templates
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goto case Phase.Landing;
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case Phase.Landing:
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if (horizDistSq < 2.0 && Math.Abs(dy) < 1.0)
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// Tolerance scales with jump distance
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double horizTolerance = _horizDist >= 3.5 ? 3.0 : 2.0;
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if (horizDistSq < horizTolerance && Math.Abs(dy) < 1.0)
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return TemplateState.Complete;
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return TemplateState.Failed;
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}
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@ -1,10 +1,15 @@
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Moves.Impl
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{
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/// <summary>
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/// Walk off a ledge and drop 1-N blocks in a cardinal direction.
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/// Scans downward for a landing spot within MaxFallHeight.
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/// For short drops (1-MaxFallHeight), uses simple scan.
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/// For longer drops, delegates to DynamicFallCost which supports:
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/// - Water/liquid safe landing
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/// - Mid-fall ladder/vine grabbing (resets effective fall height if ≤ 11 blocks)
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/// Based on Baritone's MovementDescend.dynamicFallCost design.
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/// </summary>
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public sealed class MoveDescend : IMove
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{
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@ -30,34 +35,117 @@ namespace MinecraftClient.Pathing.Moves.Impl
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return;
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}
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for (int fallDist = 1; fallDist <= ctx.MaxFallHeight; fallDist++)
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// Don't descend from ladder/vine (unreliable)
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Material fromDown = ctx.GetMaterial(x, y - 1, z);
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if (fromDown.CanBeClimbedOn())
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{
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int landY = y - fallDist;
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result.SetImpossible();
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return;
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}
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if (ctx.CanWalkOn(destX, landY - 1, destZ))
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{
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if (!ctx.CanWalkThrough(destX, landY, destZ))
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{
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result.SetImpossible();
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return;
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}
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double cost = ActionCosts.WalkOffBlock + ActionCosts.FallCost(fallDist);
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if (MoveHelper.IsHazardous(ctx.GetMaterial(destX, landY - 1, destZ)))
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{
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result.SetImpossible();
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return;
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}
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result.Set(destX, landY, destZ, cost);
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return;
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}
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if (!ctx.CanWalkThrough(destX, landY, destZ))
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// Check for simple 1-block descend first (most common case)
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if (ctx.CanWalkOn(destX, y - 2, destZ))
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{
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Material landOn = ctx.GetMaterial(destX, y - 2, destZ);
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if (MoveHelper.IsHazardous(landOn))
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{
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result.SetImpossible();
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return;
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}
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if (ctx.GetMaterial(destX, y - 1, destZ).CanBeClimbedOn())
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{
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result.SetImpossible();
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return;
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}
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double cost = ActionCosts.WalkOffBlock + ActionCosts.FallCost(1);
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result.Set(destX, y - 1, destZ, cost);
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return;
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}
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// Not a simple 1-block drop, try dynamic fall
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DynamicFallCost(ctx, x, y, z, destX, destZ, ref result);
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}
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/// <summary>
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/// Scan downward for a safe landing, supporting water, ladder grabs, and
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/// configurable max heights. Based on Baritone's dynamicFallCost.
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/// </summary>
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private static void DynamicFallCost(
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CalculationContext ctx, int x, int y, int z,
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int destX, int destZ, ref MoveResult result)
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{
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if (!ctx.CanWalkThrough(destX, y - 2, destZ))
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{
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result.SetImpossible();
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return;
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}
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double costSoFar = 0;
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int effectiveStartHeight = y;
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// Scan starts from fallHeight=3 (2 blocks below the ledge)
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// because fallHeight=1 and =2 were already checked above
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int maxScan = ctx.MaxFallHeightWater > ctx.MaxFallHeight
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? ctx.MaxFallHeightWater
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: ctx.MaxFallHeight;
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for (int fallHeight = 3; fallHeight <= maxScan; fallHeight++)
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{
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int newY = y - fallHeight;
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if (newY < -64) break;
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Material ontoMat = ctx.GetMaterial(destX, newY, destZ);
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int unprotectedFallHeight = fallHeight - (y - effectiveStartHeight);
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double tentativeCost = ActionCosts.WalkOffBlock
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+ ActionCosts.FallCost(unprotectedFallHeight) + costSoFar;
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// Water landing: safe regardless of height (water absorbs all fall damage)
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if (MoveHelper.IsWater(ontoMat))
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{
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result.Set(destX, newY, destZ, tentativeCost);
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return;
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}
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// Mid-fall ladder/vine grab: resets effective fall height.
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// Vanilla: player grabs ladders/vines if falling speed is low enough
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// (roughly ≤ 11 blocks of unprotected free fall).
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if (ctx.AllowLadderGrabDuringFall && unprotectedFallHeight <= 11
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&& ontoMat.CanBeClimbedOn())
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{
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costSoFar += ActionCosts.FallCost(unprotectedFallHeight - 1);
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costSoFar += ActionCosts.LadderDownOne;
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effectiveStartHeight = newY;
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continue;
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}
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// Air or passable: continue falling
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if (ctx.CanWalkThrough(destX, newY, destZ))
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continue;
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// Hit something solid
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if (MoveHelper.IsHazardous(ontoMat))
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{
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result.SetImpossible();
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return;
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}
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if (!ctx.CanWalkOn(destX, newY, destZ))
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{
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result.SetImpossible();
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return;
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}
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// Solid landing: allowed if within safe fall height
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if (unprotectedFallHeight <= ctx.MaxFallHeight + 1)
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{
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result.Set(destX, newY + 1, destZ, tentativeCost);
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return;
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}
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result.SetImpossible();
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return;
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}
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result.SetImpossible();
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@ -1,10 +1,12 @@
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Moves.Impl
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{
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/// <summary>
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/// Straight-down fall at the current X,Z position, for drops greater than MaxFallHeight
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/// that MoveDescend won't cover. Scans downward for a safe landing.
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/// Straight-down fall at the current X,Z position.
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/// Supports water landing and mid-fall ladder/vine grabbing.
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/// Used for drops where MoveDescend's 1-block horizontal offset doesn't apply.
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/// </summary>
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public sealed class MoveFall : IMove
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{
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@ -28,39 +30,62 @@ namespace MinecraftClient.Pathing.Moves.Impl
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return;
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}
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double costSoFar = 0;
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int effectiveStartHeight = y;
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for (int fallDist = 1; fallDist <= _maxScanDepth; fallDist++)
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{
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int landY = y - fallDist;
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if (landY < -64) break;
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if (ctx.CanWalkOn(x, landY - 1, z))
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Material ontoMat = ctx.GetMaterial(x, landY, z);
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int unprotectedFallHeight = fallDist - (y - effectiveStartHeight);
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// Water landing: safe regardless of height
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if (MoveHelper.IsWater(ontoMat))
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{
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if (!ctx.CanWalkThrough(x, landY, z))
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{
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result.SetImpossible();
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return;
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}
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if (MoveHelper.IsHazardous(ctx.GetMaterial(x, landY - 1, z)))
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{
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result.SetImpossible();
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return;
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}
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double fallDamageThreshold = 3;
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double cost = ActionCosts.FallCost(fallDist);
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if (fallDist > fallDamageThreshold)
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cost += (fallDist - fallDamageThreshold) * 5.0;
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result.Set(x, landY, z, cost);
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double waterCost = ActionCosts.FallCost(unprotectedFallHeight) + costSoFar;
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result.Set(x, landY, z, waterCost);
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return;
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}
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if (!ctx.CanWalkThrough(x, landY, z))
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// Mid-fall ladder/vine grab (resets effective fall height)
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if (ctx.AllowLadderGrabDuringFall && unprotectedFallHeight <= 11
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&& ontoMat.CanBeClimbedOn())
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{
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costSoFar += ActionCosts.FallCost(unprotectedFallHeight - 1);
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costSoFar += ActionCosts.LadderDownOne;
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effectiveStartHeight = landY;
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continue;
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}
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if (ctx.CanWalkThrough(x, landY, z))
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continue;
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// Hit something solid
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if (!ctx.CanWalkOn(x, landY, z))
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{
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result.SetImpossible();
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return;
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}
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if (MoveHelper.IsHazardous(ontoMat))
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||||
{
|
||||
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();
|
||||
|
|
|
|||
|
|
@ -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})";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue