using System; using MinecraftClient.Mapping; using MinecraftClient.Physics; namespace MinecraftClient.Pathing.Execution.Templates { /// /// Jump up 1 block while moving 1 block in a cardinal direction. /// Faces destination, sprints forward, and jumps when on ground. /// public sealed class AscendTemplate : IActionTemplate { public Location ExpectedStart { get; } public Location ExpectedEnd { get; } private readonly PathSegment _segment; private readonly PathSegment? _nextSegment; private int _tickCount; private Location _lastPos; private int _stuckTicks; public AscendTemplate(PathSegment segment, PathSegment? nextSegment) { _segment = segment; _nextSegment = nextSegment; ExpectedStart = segment.Start; ExpectedEnd = segment.End; _lastPos = segment.Start; } public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world) { _tickCount++; double dx = ExpectedEnd.X - pos.X; double dz = ExpectedEnd.Z - pos.Z; double dy = ExpectedEnd.Y - pos.Y; double horizDistSq = dx * dx + dz * dz; float targetYaw = TemplateHelper.CalculateYaw(dx, dz); float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz); physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw); physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch); input.Forward = true; input.Sprint = true; if (physics.OnGround && dy > 0.1) input.Jump = true; if (physics.OnGround && Math.Abs(dy) < 0.2) { GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world); if (GroundedSegmentController.ShouldComplete(_segment, pos, physics)) return TemplateState.Complete; } double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos); double movedY = Math.Abs(pos.Y - _lastPos.Y); _stuckTicks = (movedSq < 0.0005 && movedY < 0.001) ? _stuckTicks + 1 : 0; _lastPos = pos; if (_stuckTicks > 40 || _tickCount > 80) return TemplateState.Failed; return TemplateState.InProgress; } } }