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https://github.com/MCCTeam/Minecraft-Console-Client
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Phase 2.2: MoveParkour for sprint-jump across 1-2 block gaps (distance 2-3) and ascending parkour (distance 2, +1Y). Registered in BuildDefaultMoves with CalculationContext.AllowParkour gating. Phase 3.1-3.2: Template execution engine replacing the waypoint queue system. - IActionTemplate interface with per-tick state machine pattern - Templates: Walk, Ascend, Descend, Climb, Fall, SprintJump - ActionTemplateFactory maps MoveType to the correct template - PathExecutor drives sequential template execution with logging - PathSegmentManager handles replanning on failure (up to 5 retries) - McClient integration: MoveToAStar now creates PathSegmentManager, UpdatePathfindingInput delegates to it, CancelMovement/ClientIsMoving updated for both old and new systems. Tested on 1.21.11: straight walk, zigzag maze, stair ascent, 1-gap and 2-gap sprint jumps all pass. Made-with: Cursor
59 lines
1.9 KiB
C#
59 lines
1.9 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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/// Jump up 1 block while moving 1 block in a cardinal direction.
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/// Faces destination, sprints forward, and jumps when on ground.
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/// </summary>
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public sealed class AscendTemplate : 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 int _tickCount;
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private Location _lastPos;
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private int _stuckTicks;
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public AscendTemplate(Location start, Location end)
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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_lastPos = start;
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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 dx = ExpectedEnd.X - pos.X;
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double dz = ExpectedEnd.Z - pos.Z;
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double dy = ExpectedEnd.Y - pos.Y;
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double horizDistSq = dx * dx + dz * dz;
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// Complete when close to destination. Sprint bouncing can leave the player
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// slightly above ground, so we don't require OnGround here.
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if (horizDistSq < 0.25 && Math.Abs(dy) < 0.8)
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return TemplateState.Complete;
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double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos);
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double movedY = Math.Abs(pos.Y - _lastPos.Y);
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_stuckTicks = (movedSq < 0.0005 && movedY < 0.001) ? _stuckTicks + 1 : 0;
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_lastPos = pos;
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if (_stuckTicks > 40 || _tickCount > 80)
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return TemplateState.Failed;
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physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
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input.Forward = true;
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input.Sprint = true;
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if (physics.OnGround && dy > 0.1)
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input.Jump = true;
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return TemplateState.InProgress;
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}
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}
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}
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