mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
103 lines
3.9 KiB
C#
103 lines
3.9 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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internal static class TemplateHelper
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{
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private const double EyeHeight = 1.62;
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private const float MaxYawStepPerTick = 35f;
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private const float MaxPitchStepPerTick = 25f;
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internal static float CalculateYaw(double dx, double dz)
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{
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float yaw = (float)(-Math.Atan2(dx, dz) / Math.PI * 180.0);
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if (yaw < 0) yaw += 360;
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return yaw;
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}
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/// <summary>
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/// Calculate the pitch angle to look from current eye position toward
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/// the target's feet-level Y. dy = targetFeetY - playerFeetY.
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/// </summary>
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internal static float CalculatePitch(double dx, double dy, double dz)
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{
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double horizDist = Math.Sqrt(dx * dx + dz * dz);
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// Look toward the target's eye level, not feet.
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// Both player and target are at feet+EyeHeight, so the vertical
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// difference is just dy (target feet Y - player feet Y).
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float pitch = (float)(-Math.Atan2(dy, horizDist) / Math.PI * 180.0);
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return Math.Clamp(pitch, -90f, 90f);
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}
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/// <summary>
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/// Smoothly interpolate yaw toward a target, respecting wrap-around at 0/360.
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/// </summary>
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internal static float SmoothYaw(float current, float target, float maxStep = MaxYawStepPerTick)
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{
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float delta = target - current;
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// Normalize to [-180, 180]
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while (delta > 180f) delta -= 360f;
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while (delta < -180f) delta += 360f;
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if (Math.Abs(delta) <= maxStep)
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return target;
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float result = current + Math.Sign(delta) * maxStep;
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if (result < 0) result += 360f;
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if (result >= 360f) result -= 360f;
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return result;
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}
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/// <summary>
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/// Smoothly interpolate pitch toward a target.
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/// </summary>
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internal static float SmoothPitch(float current, float target, float maxStep = MaxPitchStepPerTick)
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{
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float delta = target - current;
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if (Math.Abs(delta) <= maxStep)
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return target;
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return current + Math.Sign(delta) * maxStep;
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}
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internal static double HorizontalDistanceSq(Location a, Location b)
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{
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double dx = a.X - b.X;
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double dz = a.Z - b.Z;
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return dx * dx + dz * dz;
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}
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internal static bool IsNear(Location pos, Location target,
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double horizThresholdSq = 0.25, double vertThreshold = 0.8)
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{
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double dx = target.X - pos.X;
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double dz = target.Z - pos.Z;
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double dy = target.Y - pos.Y;
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return dx * dx + dz * dz < horizThresholdSq && Math.Abs(dy) < vertThreshold;
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}
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internal static void FaceSegmentHeading(PlayerPhysics physics, PathSegment segment)
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{
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float headingYaw = CalculateYaw(segment.HeadingX, segment.HeadingZ);
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physics.Yaw = SmoothYaw(physics.Yaw, headingYaw);
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}
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internal static void ApplyDecision(MovementInput input, TransitionBrakingDecision decision)
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{
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input.Forward = decision.HoldForward;
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input.Sprint = decision.HoldSprint;
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input.Back = decision.HoldBack;
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}
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internal static bool IsSettledAtEnd(Location pos, Location target, PlayerPhysics physics,
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double horizThresholdSq = 0.0025, double speedThresholdSq = 0.0016)
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{
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double dx = target.X - pos.X;
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double dz = target.Z - pos.Z;
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double horizontalSpeedSq = physics.DeltaMovement.X * physics.DeltaMovement.X
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+ physics.DeltaMovement.Z * physics.DeltaMovement.Z;
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return dx * dx + dz * dz <= horizThresholdSq && horizontalSpeedSq <= speedThresholdSq;
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}
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}
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}
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