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

@ -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;