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

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