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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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@ -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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