Minecraft-Console-Client/MinecraftClient/Pathing/Moves/MoveHelper.cs
BruceChen 1abab20f17 feat: add Phase 1 core pathfinding architecture
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
2026-04-12 18:43:32 +00:00

69 lines
2.3 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves
{
/// <summary>
/// Block passability checks for path planning.
/// Uses Material-level checks initially; designed to allow future BlockShapes upgrade.
/// </summary>
public static class MoveHelper
{
/// <summary>
/// Can a player's body/head occupy this block position? (air, open door, tall grass, etc.)
/// </summary>
public static bool CanWalkThrough(CalculationContext ctx, int x, int y, int z)
{
Material mat = ctx.GetMaterial(x, y, z);
if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
return true;
if (mat.IsLiquid())
return false;
if (mat.IsSolid())
return false;
if (mat.CanHarmPlayers())
return false;
return true;
}
/// <summary>
/// Can a player stand on top of this block? (solid upper surface)
/// </summary>
public static bool CanWalkOn(CalculationContext ctx, int x, int y, int z)
{
Material mat = ctx.GetMaterial(x, y, z);
if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
return false;
if (mat.IsLiquid())
return false;
if (mat.CanHarmPlayers())
return false;
return mat.IsSolid();
}
/// <summary>
/// Is this block completely passable with no slowdown or interaction?
/// Stricter than CanWalkThrough -- excludes water, cobwebs, etc.
/// </summary>
public static bool IsFullyPassable(CalculationContext ctx, int x, int y, int z)
{
Material mat = ctx.GetMaterial(x, y, z);
return mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir;
}
public static bool IsClimbable(Material mat)
{
return mat.CanBeClimbedOn();
}
public static bool IsHazardous(Material mat)
{
return mat.CanHarmPlayers();
}
public static bool IsWater(Material mat)
{
return mat == Material.Water;
}
}
}