Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/SprintJumpTemplate.cs
BruceChen 00494078df fix: parkour diagonal flight path, wall-adjacent parkour, sprint descend checks
- MoveParkour: replace full-rectangle intermediate check with diagonal
  strip check (CheckFlightPath) so walls outside the actual flight
  corridor no longer block valid parkour jumps.
- MoveParkour: require both cardinal neighbors passable for diagonal
  parkour takeoff; a wall on either side clips the AABB and prevents
  reaching the target.
- MoveSprintDescend: replace full-rectangle check with explicit
  per-axis intermediate column check.
- SprintJumpTemplate: track diagonal jumps and skip approach delay for
  short diagonal jumps to avoid overshooting small starting platforms.

Made-with: Cursor
2026-04-12 18:43:33 +00:00

105 lines
4.1 KiB
C#

using System;
using MinecraftClient.Mapping;
using MinecraftClient.Physics;
namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// Sprint-jump across a gap. Uses a phase-based state machine:
/// Approach -> jump when ready -> Airborne -> Landing check.
/// For long jumps (>= 3.5 blocks), delays the jump until the player
/// has moved toward the edge of the starting block for maximum distance.
/// </summary>
public sealed class SprintJumpTemplate : IActionTemplate
{
private enum Phase { Approach, Airborne, Landing }
public Location ExpectedStart { get; }
public Location ExpectedEnd { get; }
private readonly double _horizDist;
private readonly bool _isDiagonal;
private int _tickCount;
private Phase _phase = Phase.Approach;
public SprintJumpTemplate(Location start, Location end)
{
ExpectedStart = start;
ExpectedEnd = end;
double dx = end.X - start.X;
double dz = end.Z - start.Z;
_horizDist = Math.Sqrt(dx * dx + dz * dz);
_isDiagonal = Math.Abs(dx) > 0.5 && Math.Abs(dz) > 0.5;
}
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
{
_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;
switch (_phase)
{
case Phase.Approach:
if (physics.OnGround)
{
double fromStartSq = TemplateHelper.HorizontalDistanceSq(pos, ExpectedStart);
// For long jumps, delay the jump until the player has sprinted
// toward the block edge. Baritone waits until playerFeet is in
// the next block (~0.5 blocks from center) for dist >= 4.
// For medium jumps (dist 3), wait 0.35 blocks (Baritone: 0.7).
// For short diagonal jumps (<= 3 blocks), jump immediately
// to avoid overshooting the small starting platform.
double minApproachSq;
if (_horizDist >= 3.5)
minApproachSq = 0.25; // 0.5 blocks
else if (_horizDist >= 2.5 && !_isDiagonal)
minApproachSq = 0.12; // ~0.35 blocks
else
minApproachSq = 0.0;
if (fromStartSq >= minApproachSq)
{
input.Jump = true;
_phase = Phase.Airborne;
}
}
if (_tickCount > 30)
return TemplateState.Failed;
break;
case Phase.Airborne:
if (!physics.OnGround)
break;
_phase = Phase.Landing;
goto case Phase.Landing;
case Phase.Landing:
double horizTolerance = _horizDist >= 3.5 ? 3.0 : 2.0;
double vertTolerance = Math.Abs(ExpectedEnd.Y - ExpectedStart.Y) > 0.5 ? 1.5 : 1.0;
if (horizDistSq < horizTolerance && Math.Abs(dy) < vertTolerance)
return TemplateState.Complete;
return TemplateState.Failed;
}
if (pos.Y < ExpectedEnd.Y - 4.0)
return TemplateState.Failed;
if (_tickCount > 60)
return TemplateState.Failed;
return TemplateState.InProgress;
}
}
}