using System; using MinecraftClient.Mapping; using MinecraftClient.Physics; namespace MinecraftClient.Pathing.Execution.Templates { internal static class TemplateHelper { private const double EyeHeight = 1.62; private const float MaxYawStepPerTick = 35f; private const float MaxPitchStepPerTick = 25f; internal static float CalculateYaw(double dx, double dz) { float yaw = (float)(-Math.Atan2(dx, dz) / Math.PI * 180.0); if (yaw < 0) yaw += 360; return yaw; } /// /// Calculate the pitch angle to look from current eye position toward /// the target's feet-level Y. dy = targetFeetY - playerFeetY. /// internal static float CalculatePitch(double dx, double dy, double dz) { double horizDist = Math.Sqrt(dx * dx + dz * dz); // Look toward the target's eye level, not feet. // Both player and target are at feet+EyeHeight, so the vertical // difference is just dy (target feet Y - player feet Y). float pitch = (float)(-Math.Atan2(dy, horizDist) / Math.PI * 180.0); return Math.Clamp(pitch, -90f, 90f); } /// /// Smoothly interpolate yaw toward a target, respecting wrap-around at 0/360. /// internal static float SmoothYaw(float current, float target, float maxStep = MaxYawStepPerTick) { float delta = target - current; // Normalize to [-180, 180] while (delta > 180f) delta -= 360f; while (delta < -180f) delta += 360f; if (Math.Abs(delta) <= maxStep) return target; float result = current + Math.Sign(delta) * maxStep; if (result < 0) result += 360f; if (result >= 360f) result -= 360f; return result; } /// /// Smoothly interpolate pitch toward a target. /// internal static float SmoothPitch(float current, float target, float maxStep = MaxPitchStepPerTick) { float delta = target - current; if (Math.Abs(delta) <= maxStep) return target; return current + Math.Sign(delta) * maxStep; } internal static double HorizontalDistanceSq(Location a, Location b) { double dx = a.X - b.X; double dz = a.Z - b.Z; return dx * dx + dz * dz; } internal static bool IsNear(Location pos, Location target, double horizThresholdSq = 0.25, double vertThreshold = 0.8) { double dx = target.X - pos.X; double dz = target.Z - pos.Z; double dy = target.Y - pos.Y; return dx * dx + dz * dz < horizThresholdSq && Math.Abs(dy) < vertThreshold; } internal static void FaceSegmentHeading(PlayerPhysics physics, PathSegment segment) { float headingYaw = CalculateYaw(segment.HeadingX, segment.HeadingZ); physics.Yaw = SmoothYaw(physics.Yaw, headingYaw); } internal static void ApplyDecision(MovementInput input, TransitionBrakingDecision decision) { input.Forward = decision.HoldForward; input.Sprint = decision.HoldSprint; input.Back = decision.HoldBack; } internal static bool HasReachedSegmentEndPlane(Location pos, PathSegment segment, double tolerance = 0.05) { GetNormalizedSegmentDirection(segment, out double dirX, out double dirZ); double relX = pos.X - segment.End.X; double relZ = pos.Z - segment.End.Z; return relX * dirX + relZ * dirZ >= -tolerance; } internal static double ProjectHorizontalSpeedAlongSegment(PlayerPhysics physics, PathSegment segment) { GetNormalizedSegmentDirection(segment, out double dirX, out double dirZ); return physics.DeltaMovement.X * dirX + physics.DeltaMovement.Z * dirZ; } internal static bool IsSettledOnTargetBlock(Location pos, Location target, PlayerPhysics physics, double speedThresholdSq = 0.0016) { double horizontalSpeedSq = physics.DeltaMovement.X * physics.DeltaMovement.X + physics.DeltaMovement.Z * physics.DeltaMovement.Z; return TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, target) && !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, target) && horizontalSpeedSq <= speedThresholdSq; } internal static bool IsSettledAtEnd(Location pos, Location target, PlayerPhysics physics, double horizThresholdSq = 0.0025, double speedThresholdSq = 0.0016) { if (IsSettledOnTargetBlock(pos, target, physics, speedThresholdSq)) return true; double dx = target.X - pos.X; double dz = target.Z - pos.Z; double horizontalSpeedSq = physics.DeltaMovement.X * physics.DeltaMovement.X + physics.DeltaMovement.Z * physics.DeltaMovement.Z; return dx * dx + dz * dz <= horizThresholdSq && horizontalSpeedSq <= speedThresholdSq; } private static void GetNormalizedSegmentDirection(PathSegment segment, out double dirX, out double dirZ) { dirX = segment.End.X - segment.Start.X; dirZ = segment.End.Z - segment.Start.Z; double len = Math.Sqrt(dirX * dirX + dirZ * dirZ); if (len < 1.0E-6) { dirX = 0.0; dirZ = 0.0; return; } dirX /= len; dirZ /= len; } } }