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https://github.com/MCCTeam/Minecraft-Console-Client
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Implements the new Baritone-inspired A* pathfinding system: - Core types: PathNode, PathResult, MoveResult, MoveType, ActionCosts - BinaryHeapOpenSet min-heap for A* open set - AStarPathFinder with timeout, cancellation, partial path support - CalculationContext for thread-safe world state snapshots - MoveHelper for block passability checks - IGoal interface + GoalBlock, GoalXZ, GoalNear, GoalComposite - IMove interface + MoveTraverse, MoveDiagonal, MoveAscend, MoveDescend, MoveClimb - /pathfind command for testing the new pathfinder Made-with: Cursor
69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Moves
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{
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/// <summary>
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/// Block passability checks for path planning.
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/// Uses Material-level checks initially; designed to allow future BlockShapes upgrade.
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/// </summary>
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public static class MoveHelper
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{
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/// <summary>
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/// Can a player's body/head occupy this block position? (air, open door, tall grass, etc.)
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/// </summary>
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public static bool CanWalkThrough(CalculationContext ctx, int x, int y, int z)
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{
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Material mat = ctx.GetMaterial(x, y, z);
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if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
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return true;
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if (mat.IsLiquid())
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return false;
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if (mat.IsSolid())
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return false;
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if (mat.CanHarmPlayers())
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return false;
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return true;
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}
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/// <summary>
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/// Can a player stand on top of this block? (solid upper surface)
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/// </summary>
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public static bool CanWalkOn(CalculationContext ctx, int x, int y, int z)
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{
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Material mat = ctx.GetMaterial(x, y, z);
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if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
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return false;
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if (mat.IsLiquid())
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return false;
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if (mat.CanHarmPlayers())
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return false;
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return mat.IsSolid();
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}
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/// <summary>
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/// Is this block completely passable with no slowdown or interaction?
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/// Stricter than CanWalkThrough -- excludes water, cobwebs, etc.
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/// </summary>
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public static bool IsFullyPassable(CalculationContext ctx, int x, int y, int z)
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{
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Material mat = ctx.GetMaterial(x, y, z);
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return mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir;
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}
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public static bool IsClimbable(Material mat)
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{
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return mat.CanBeClimbedOn();
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}
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public static bool IsHazardous(Material mat)
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{
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return mat.CanHarmPlayers();
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}
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public static bool IsWater(Material mat)
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{
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return mat == Material.Water;
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}
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}
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}
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