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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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@ -74,6 +74,29 @@ namespace MinecraftClient.Pathing.Moves
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return mat == Material.Water;
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}
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/// <summary>
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/// Can the player safely land on this block? True for solid blocks
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/// except bottom slabs (which cause glitchy fall damage in vanilla).
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/// </summary>
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public static bool CanSafelyLandOn(CalculationContext ctx, int x, int y, int z)
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{
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if (!CanWalkOn(ctx, x, y, z))
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return false;
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// TODO: detect bottom slabs via BlockShapes and reject them
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// (Baritone rejects bottom slab landings due to unreliable fall damage)
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return true;
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}
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/// <summary>
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/// Does this block absorb/negate fall damage?
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/// Water, slime blocks, hay bales, and powder snow reduce or eliminate fall damage.
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/// </summary>
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public static bool AbsorbsFallDamage(Material mat)
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{
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return mat is Material.Water or Material.SlimeBlock
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or Material.HayBlock or Material.PowderSnow;
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}
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/// <summary>
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/// Conservative check for gate-type blocks. Since we cannot read block state
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/// (open/closed) during planning, treat all fence gates as passable.
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