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

@ -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;
}