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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
113 lines
3.3 KiB
C#
113 lines
3.3 KiB
C#
using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Moves.Impl
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{
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/// <summary>
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/// Sprint jump across a gap of 1-3 blocks (total distance 2-4 blocks forward).
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/// Optionally ascends 1 block during the jump (distance 2 only).
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/// Requires AllowParkour in context; the first block forward must lack ground.
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/// </summary>
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public sealed class MoveParkour : IMove
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{
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public MoveType Type => MoveType.Parkour;
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public int XOffset { get; }
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public int ZOffset { get; }
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public bool DynamicY => false;
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private readonly int _distance;
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private readonly int _yDelta;
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private readonly int _xDir;
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private readonly int _zDir;
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public MoveParkour(int xDir, int zDir, int distance, int yDelta = 0)
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{
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_xDir = xDir;
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_zDir = zDir;
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_distance = distance;
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_yDelta = yDelta;
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XOffset = xDir * distance;
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ZOffset = zDir * distance;
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}
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public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
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{
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if (!ctx.AllowParkour)
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{
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result.SetImpossible();
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return;
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}
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if (_yDelta > 0 && !ctx.AllowParkourAscend)
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{
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result.SetImpossible();
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return;
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}
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if (!ctx.CanSprint)
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{
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result.SetImpossible();
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return;
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}
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int destX = x + _xDir * _distance;
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int destZ = z + _zDir * _distance;
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int destY = y + _yDelta;
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if (!ctx.CanWalkThrough(x, y + 2, z))
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{
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result.SetImpossible();
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return;
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}
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if (!ctx.CanWalkOn(destX, destY - 1, destZ))
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{
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result.SetImpossible();
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return;
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}
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if (!ctx.CanWalkThrough(destX, destY, destZ) ||
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!ctx.CanWalkThrough(destX, destY + 1, destZ))
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{
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result.SetImpossible();
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return;
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}
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for (int i = 1; i < _distance; i++)
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{
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int gx = x + _xDir * i;
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int gz = z + _zDir * i;
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if (!ctx.CanWalkThrough(gx, y, gz) ||
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!ctx.CanWalkThrough(gx, y + 1, gz) ||
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!ctx.CanWalkThrough(gx, y + 2, gz))
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{
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result.SetImpossible();
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return;
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}
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if (_yDelta > 0 && !ctx.CanWalkThrough(gx, y + 3, gz))
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{
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result.SetImpossible();
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return;
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}
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}
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int firstGapX = x + _xDir;
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int firstGapZ = z + _zDir;
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if (ctx.CanWalkOn(firstGapX, y - 1, firstGapZ))
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{
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result.SetImpossible();
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return;
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}
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double cost = _distance * ctx.SprintCost + ctx.JumpPenalty;
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if (_yDelta > 0)
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cost += ctx.JumpPenalty;
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result.Set(destX, destY, destZ, cost);
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}
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public override string ToString() =>
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$"MoveParkour(dir=({_xDir},{_zDir}), dist={_distance}, dy={_yDelta})";
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}
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}
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