using System; using MinecraftClient.Mapping; using MinecraftClient.Pathing.Execution; using MinecraftClient.Physics; namespace MinecraftClient.Pathing.Execution.Templates { /// /// Walk off a ledge and drop 1-N blocks to a landing spot. /// Walks toward the destination; gravity handles the fall. /// Sprints when the horizontal distance is large (> 1.5 blocks). /// Supports solid landings, water landings, and mid-fall vine/ladder grabs. /// public sealed class DescendTemplate : IActionTemplate { private const float PreDropYawToleranceDeg = 12f; public Location ExpectedStart { get; } public Location ExpectedEnd { get; } private readonly PathSegment _segment; private readonly PathSegment? _nextSegment; private int _tickCount; private bool _hasFallen; private readonly bool _needsSprint; public DescendTemplate(PathSegment segment, PathSegment? nextSegment) { _segment = segment; _nextSegment = nextSegment; ExpectedStart = segment.Start; ExpectedEnd = segment.End; double hdx = segment.End.X - segment.Start.X; double hdz = segment.End.Z - segment.Start.Z; _needsSprint = (hdx * hdx + hdz * hdz) > 2.25; } 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; if (!physics.OnGround) _hasFallen = true; // Completion: landed in water near destination if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0) return TemplateState.Complete; // Fail if climbing up instead of descending if (pos.Y > ExpectedStart.Y + 2.0) return TemplateState.Failed; if (_tickCount > 200) return TemplateState.Failed; float targetYaw = TemplateHelper.CalculateYaw(dx, dz); float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz); physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch); if (physics.OnGround && Math.Abs(dy) < (_hasFallen ? 1.0 : 0.6)) { TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world); if (horizDistSq > 0.01 && !decision.HoldBack) { float groundedYaw = TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment) ? TemplateHelper.GetExitHeadingYaw(_segment) : targetYaw; physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, groundedYaw); } TemplateHelper.ApplyDecision(input, decision); if (decision.HoldBack) TemplateHelper.FaceSegmentHeading(physics, _segment); if (GroundedSegmentController.ShouldComplete(_segment, pos, physics)) return TemplateState.Complete; } else if (physics.OnClimbable) { if (horizDistSq > 0.25) { physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw); input.Forward = true; } } else if (horizDistSq > 0.01) { physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw); if (_hasFallen || YawDifference(physics.Yaw, targetYaw) <= PreDropYawToleranceDeg) { if (!_hasFallen && !_needsSprint && ShouldCoastOffLedge(pos)) { // For short descends into a stop or turn, release forward near the lip // so the landing stays on the intended support instead of overshooting it. } else if (!_hasFallen && !_needsSprint) { GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world); } else { TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world); if (_segment.ExitHints.AllowAirBrake) { TemplateHelper.ApplyDecision(input, decision); if (decision.HoldForward && _needsSprint) input.Sprint = true; } else { input.Forward = true; if (_needsSprint) input.Sprint = true; } } } } return TemplateState.InProgress; } private bool ShouldCoastOffLedge(Location pos) { if (_segment.ExitTransition == PathTransitionType.ContinueStraight) return false; double remaining = (_segment.End.X - pos.X) * _segment.HeadingX + (_segment.End.Z - pos.Z) * _segment.HeadingZ; return remaining <= 0.55 && TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, _segment.End); } private static float YawDifference(float current, float target) { float delta = target - current; while (delta > 180f) delta -= 360f; while (delta < -180f) delta += 360f; return Math.Abs(delta); } } }