mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
- WalkTemplate: remove OnClimbable jump/sprint logic that caused the player to jump when walking past vine blocks during flat traversal - TemplateHelper: add CalculatePitch() for computing the look angle toward a 3D target relative to eye height - All templates (Walk, Ascend, Descend, Climb, SprintJump): set physics.Pitch each tick so the player visually looks toward the current path target direction - McClient: sync playerPitch and set _yaw/_pitch after pathfinding ticks so rotation is included in position update packets sent to the server Made-with: Cursor
76 lines
2.5 KiB
C#
76 lines
2.5 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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/// Walk off a ledge and drop 1-N blocks to a landing spot.
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/// Walks toward the destination; gravity handles the fall.
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/// Supports solid landings, water landings, and mid-fall vine/ladder grabs.
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/// </summary>
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public sealed class DescendTemplate : 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 DescendTemplate(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 dx = ExpectedEnd.X - pos.X;
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double dz = ExpectedEnd.Z - pos.Z;
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double dy = ExpectedEnd.Y - pos.Y;
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double horizDistSq = dx * dx + dz * dz;
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if (!physics.OnGround)
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_hasFallen = true;
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// Completion: landed on ground near destination
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if (_hasFallen && physics.OnGround && horizDistSq < 0.5 && Math.Abs(dy) < 0.8)
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return TemplateState.Complete;
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// Completion: already at destination without falling (e.g., single step down)
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if (horizDistSq < 0.25 && Math.Abs(dy) < 0.5 && physics.OnGround)
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return TemplateState.Complete;
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// Completion: landed in water near destination
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if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0)
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return TemplateState.Complete;
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// Fail if climbing up instead of descending
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if (pos.Y > ExpectedStart.Y + 2.0)
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return TemplateState.Failed;
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if (_tickCount > 200)
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return TemplateState.Failed;
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physics.Pitch = TemplateHelper.CalculatePitch(dx, dy - 1.62, dz);
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if (physics.OnClimbable)
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{
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if (horizDistSq > 0.25)
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{
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physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
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input.Forward = true;
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}
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}
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else if (horizDistSq > 0.01)
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{
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physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
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input.Forward = true;
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}
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return TemplateState.InProgress;
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}
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}
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}
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