Minecraft-Console-Client/MinecraftClient/Pathing/Core/CalculationContext.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

67 lines
2.3 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Moves;
namespace MinecraftClient.Pathing.Core
{
/// <summary>
/// Thread-safe snapshot of world state and player capabilities for path planning.
/// Created once at the start of a search; all move calculations read from this.
/// </summary>
public sealed class CalculationContext
{
public World World { get; }
public bool CanSprint { get; }
public bool AllowParkour { get; }
public bool AllowParkourAscend { get; }
public bool AllowDiagonalDescend { get; }
public int MaxFallHeight { get; }
public double JumpPenalty { get; }
public double WalkCost { get; }
public double SprintCost { get; }
public double SneakCost { get; }
public CalculationContext(
World world,
bool canSprint = true,
bool allowParkour = false,
bool allowParkourAscend = false,
bool allowDiagonalDescend = true,
int maxFallHeight = 3,
double jumpPenalty = ActionCosts.JumpPenalty)
{
World = world;
CanSprint = canSprint;
AllowParkour = allowParkour;
AllowParkourAscend = allowParkourAscend;
AllowDiagonalDescend = allowDiagonalDescend;
MaxFallHeight = maxFallHeight;
JumpPenalty = jumpPenalty;
WalkCost = ActionCosts.WalkOneBlock;
SprintCost = CanSprint ? ActionCosts.SprintOneBlock : ActionCosts.WalkOneBlock;
SneakCost = ActionCosts.SneakOneBlock;
}
public Block GetBlock(int x, int y, int z)
=> World.GetBlock(new Location(x, y, z));
public Material GetMaterial(int x, int y, int z)
=> GetBlock(x, y, z).Type;
public bool CanWalkThrough(int x, int y, int z)
=> MoveHelper.CanWalkThrough(this, x, y, z);
public bool CanWalkOn(int x, int y, int z)
=> MoveHelper.CanWalkOn(this, x, y, z);
public bool IsFullyPassable(int x, int y, int z)
=> MoveHelper.IsFullyPassable(this, x, y, z);
public bool IsChunkLoaded(int x, int z)
{
int cx = x >> 4;
int cz = z >> 4;
var col = World[cx, cz];
return col is not null && col.FullyLoaded;
}
}
}