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https://github.com/MCCTeam/Minecraft-Console-Client
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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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@ -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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{
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result.SetImpossible();
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return;
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}
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// Solid landing within safe height
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if (unprotectedFallHeight <= ctx.MaxFallHeight + 1)
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{
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double cost = ActionCosts.FallCost(unprotectedFallHeight) + costSoFar;
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result.Set(x, landY + 1, z, cost);
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return;
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}
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// Too high for safe landing
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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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