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https://github.com/MCCTeam/Minecraft-Console-Client
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- Add MoveDiagonalAscend and MoveDiagonalDescend for "corner" moves: step diagonally around a wall edge while ascending/descending 1 block. Requires at least one intermediate cardinal direction to be passable. - Fix pitch calculation: look toward target's eye level (same height delta as feet delta) instead of subtracting eye height, which caused the player to stare at the ground during flat walks. - Add Yaw/Pitch smoothing via SmoothYaw/SmoothPitch in TemplateHelper. Max 35 deg/tick for yaw, 25 deg/tick for pitch. Prevents instant camera snaps between path segments while still being responsive enough for sprint-jumps and tight maneuvers. - Apply smoothing to all five action templates (Walk, Ascend, Descend, Climb, SprintJump). Made-with: Cursor
84 lines
2.9 KiB
C#
84 lines
2.9 KiB
C#
using System;
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using MinecraftClient.Mapping;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution.Templates
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{
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/// <summary>
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/// Climb up or down a ladder/vine by 1 block.
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/// Up: pushes against the wall (Forward + face center) and jumps.
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/// Down: releases all input to let gravity + climbable friction handle descent.
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/// </summary>
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public sealed class ClimbTemplate : IActionTemplate
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{
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public Location ExpectedStart { get; }
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public Location ExpectedEnd { get; }
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private readonly bool _goingUp;
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private int _tickCount;
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public ClimbTemplate(Location start, Location end)
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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_goingUp = end.Y > start.Y;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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{
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_tickCount++;
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double dy = ExpectedEnd.Y - pos.Y;
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double dx = ExpectedEnd.X - pos.X;
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double dz = ExpectedEnd.Z - pos.Z;
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double horizDistSq = dx * dx + dz * dz;
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if (Math.Abs(dy) < 0.4 && horizDistSq < 0.5)
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return TemplateState.Complete;
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if (_tickCount > 120)
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return TemplateState.Failed;
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float targetPitch = _goingUp ? -70f : 70f;
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physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
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if (physics.OnClimbable)
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{
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if (_goingUp)
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{
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input.Jump = true;
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input.Forward = true;
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if (horizDistSq > 0.01)
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{
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float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
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}
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}
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else
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{
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// Descending: release all input, gravity pulls down at clamped speed.
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// Do NOT press Sneak (that would freeze position on ladders).
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// Do NOT press Jump (that would push upward).
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// Keep centered horizontally by gently steering if drifting.
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if (horizDistSq > 0.15)
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{
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float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
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input.Forward = true;
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}
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}
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}
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else
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{
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if (horizDistSq > 0.01)
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{
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float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
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input.Forward = true;
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}
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}
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return TemplateState.InProgress;
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}
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}
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}
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