mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
Theory simulator: - Add 2D side-wall jump physics with yaw sweep for worst-case margin - Generate sidewall theory cases (flat/ascend/descend, wall_offset 0/1) - Add momentum-capabilities.json with band compression and max_reach - Extend models, capabilities, canonical, and renderers for sidewall Full-coverage parkour test suite (tools/test-parkour.py): - Derive test matrix from momentum-capabilities.json - Build linear/neo/ceiling courses via RCON with 7-block clear margin - Use /goto for pathfinding, parse A* and PathMgr log output - Stop-at-first-failure per (family, subfamily, dy, ceil, wo) group - Hierarchical --filter (e.g. linear/flat, ceiling/headhitter/ceil2.5) - Exclude sidewall from default matrix (identical max_reach to linear) Pathing execution fixes: - Align parkour contracts and timing budgets with live test results - Fix jump-entry yaw snapping for grounded handoffs - Template helper and sprint jump template refinements Made-with: Cursor
93 lines
3.6 KiB
C#
93 lines
3.6 KiB
C#
using System;
|
|
using MinecraftClient.Mapping;
|
|
using MinecraftClient.Physics;
|
|
|
|
namespace MinecraftClient.Pathing.Execution.Templates
|
|
{
|
|
/// <summary>
|
|
/// Jump up 1 block while moving 1 block in a cardinal direction.
|
|
/// Faces destination, sprints forward, and jumps when on ground.
|
|
/// </summary>
|
|
public sealed class AscendTemplate : IActionTemplate
|
|
{
|
|
public Location ExpectedStart { get; }
|
|
public Location ExpectedEnd { get; }
|
|
|
|
private readonly PathSegment _segment;
|
|
private readonly PathSegment? _nextSegment;
|
|
private int _tickCount;
|
|
private Location _lastPos;
|
|
private int _stuckTicks;
|
|
private bool _initiatedJump;
|
|
|
|
public AscendTemplate(PathSegment segment, PathSegment? nextSegment)
|
|
{
|
|
_segment = segment;
|
|
_nextSegment = nextSegment;
|
|
ExpectedStart = segment.Start;
|
|
ExpectedEnd = segment.End;
|
|
_lastPos = segment.Start;
|
|
}
|
|
|
|
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
|
|
{
|
|
_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;
|
|
|
|
bool groundedPrepareJumpHandoff = physics.OnGround
|
|
&& Math.Abs(dy) < 0.2
|
|
&& _segment.ExitTransition == PathTransitionType.PrepareJump
|
|
&& _segment.ExitHints.RequireJumpReady
|
|
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, _segment.End);
|
|
|
|
float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
|
|
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
|
|
if (!groundedPrepareJumpHandoff)
|
|
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
|
|
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
|
|
float headingPenalty = YawDifference(physics.Yaw, targetYaw);
|
|
bool headingReady = headingPenalty <= 8.0;
|
|
bool turnInPlace = !_initiatedJump && !headingReady;
|
|
input.Forward = !turnInPlace;
|
|
input.Sprint = !turnInPlace;
|
|
|
|
bool diagonalAscend = _segment.HeadingX != 0 && _segment.HeadingZ != 0;
|
|
bool jumpReady = headingReady
|
|
&& (diagonalAscend || TemplateHelper.RemainingDistanceAlongSegment(pos, _segment) <= 1.05);
|
|
if (physics.OnGround && dy > 0.1 && jumpReady)
|
|
{
|
|
input.Jump = true;
|
|
_initiatedJump = true;
|
|
}
|
|
|
|
if (physics.OnGround && Math.Abs(dy) < 0.2)
|
|
{
|
|
GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world);
|
|
if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
|
|
return TemplateState.Complete;
|
|
}
|
|
|
|
double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos);
|
|
double movedY = Math.Abs(pos.Y - _lastPos.Y);
|
|
_stuckTicks = (movedSq < 0.0005 && movedY < 0.001) ? _stuckTicks + 1 : 0;
|
|
_lastPos = pos;
|
|
|
|
if (_stuckTicks > 40 || _tickCount > 80)
|
|
return TemplateState.Failed;
|
|
|
|
return TemplateState.InProgress;
|
|
}
|
|
|
|
private static float YawDifference(float current, float target)
|
|
{
|
|
float delta = target - current;
|
|
while (delta > 180f) delta -= 360f;
|
|
while (delta < -180f) delta += 360f;
|
|
return Math.Abs(delta);
|
|
}
|
|
}
|
|
}
|