Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/SprintJumpTemplate.cs
BruceChen 4b49135107 feat: add parkour moves and template-based path execution system
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
2026-04-12 18:43:32 +00:00

79 lines
2.4 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 on first available ground tick -> Airborne -> Landing check.
/// </summary>
public sealed class SprintJumpTemplate : IActionTemplate
{
private enum Phase { Approach, Airborne, Landing }
public Location ExpectedStart { get; }
public Location ExpectedEnd { get; }
private int _tickCount;
private Phase _phase = Phase.Approach;
private readonly int _distance;
public SprintJumpTemplate(Location start, Location end)
{
ExpectedStart = start;
ExpectedEnd = end;
double dx = Math.Abs(end.X - start.X);
double dz = Math.Abs(end.Z - start.Z);
_distance = (int)Math.Round(Math.Max(dx, dz));
}
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;
physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
input.Forward = true;
input.Sprint = true;
switch (_phase)
{
case Phase.Approach:
if (physics.OnGround)
{
input.Jump = true;
_phase = Phase.Airborne;
}
if (_tickCount > 20)
return TemplateState.Failed;
break;
case Phase.Airborne:
if (!physics.OnGround)
break;
// Landed
_phase = Phase.Landing;
goto case Phase.Landing;
case Phase.Landing:
if (horizDistSq < 2.0 && Math.Abs(dy) < 1.0)
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;
}
}
}