mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
MoveParkour rewritten to support both cardinal and diagonal sprint jumps with unified (xOff, zOff) interface. New capabilities: - 4-block cardinal sprint jumps with edge-approach timing in template - Diagonal parkour: (2,1), (1,2), (2,2), (3,1), (1,3) in all quadrants - Ascending parkour extended to dist=3 (cardinal) - Overshoot safety check after landing destination - Block parkour from climbable starting blocks (vine/ladder) MoveDescend/MoveFall enhanced with Baritone-style dynamic fall scanning: - Water landing: accepts falls of any height into water - Mid-fall ladder/vine grab: resets effective fall height (<=11 blocks) - CalculationContext gains MaxFallHeightWater, AllowLadderGrabDuringFall SprintJumpTemplate gains distance-based approach timing: - Long jumps (>=3.5 blocks): delays jump until 0.5 blocks from center - Medium jumps (>=2.5): 0.35 blocks approach - Landing tolerance scales with jump distance All movements verified on 1.21.11 local server. Made-with: Cursor
48 lines
1.3 KiB
C#
48 lines
1.3 KiB
C#
using System;
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using MinecraftClient.Mapping;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution.Templates
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{
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/// <summary>
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/// Vertical free fall at the same X,Z. Waits for the player to land at the target Y.
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/// Supports both solid ground landings and water landings.
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/// </summary>
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public sealed class FallTemplate : IActionTemplate
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{
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public Location ExpectedStart { get; }
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public Location ExpectedEnd { get; }
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private int _tickCount;
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private bool _hasFallen;
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public FallTemplate(Location start, Location end)
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{
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ExpectedStart = start;
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ExpectedEnd = end;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
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{
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_tickCount++;
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double dy = pos.Y - ExpectedEnd.Y;
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if (!physics.OnGround)
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_hasFallen = true;
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// Solid ground landing
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if (_hasFallen && physics.OnGround && Math.Abs(dy) < 1.0)
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return TemplateState.Complete;
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// Water landing
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if (_hasFallen && physics.InWater && Math.Abs(dy) < 2.0)
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return TemplateState.Complete;
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if (_tickCount > 200)
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return TemplateState.Failed;
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return TemplateState.InProgress;
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}
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}
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}
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