mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
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- Fix MoveHelper.IsOpenGate: MangroveWood -> MangroveFenceGate - Fix ResetStateForTransfer to cancel and clear pathSegmentManager - Fix GetCurrentMovementGoal to return correct goal during A* navigation - Fix SetMovementSpeed(Sneak) speed value consistency (2 -> 1) - Migrate /pathfind command to use MoveToAStar + PathSegmentManager - Add NavigateToGoal(IGoal) to McClient for flexible goal navigation - Refactor MoveToAStar to delegate to NavigateToGoal - Add ChatBot API: NavigateTo, CancelMovement, GetCurrentMovementGoal - Expose PathSegmentManager.Goal property for external goal inspection Made-with: Cursor
114 lines
4.2 KiB
C#
114 lines
4.2 KiB
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Moves
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{
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/// <summary>
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/// Block passability checks for path planning.
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/// Uses Material-level checks initially; designed to allow future BlockShapes upgrade.
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/// </summary>
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public static class MoveHelper
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{
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/// <summary>
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/// Can a player's body/head occupy this block position? (air, open door, tall grass, etc.)
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/// </summary>
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public static bool CanWalkThrough(CalculationContext ctx, int x, int y, int z)
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{
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Material mat = ctx.GetMaterial(x, y, z);
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if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
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return true;
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if (mat.IsLiquid())
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return false;
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if (mat.CanBeClimbedOn())
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return true;
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if (IsOpenGate(mat))
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return true;
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if (mat.IsSolid())
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return false;
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if (mat.CanHarmPlayers())
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return false;
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return true;
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}
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/// <summary>
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/// Can a player stand on top of this block? (solid upper surface)
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/// </summary>
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public static bool CanWalkOn(CalculationContext ctx, int x, int y, int z)
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{
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Material mat = ctx.GetMaterial(x, y, z);
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if (mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir)
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return false;
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if (mat.IsLiquid())
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return false;
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if (mat.CanHarmPlayers())
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return false;
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if (mat.CanBeClimbedOn())
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return false;
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if (IsOpenGate(mat))
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return false;
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return mat.IsSolid();
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}
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/// <summary>
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/// Is this block completely passable with no slowdown or interaction?
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/// Stricter than CanWalkThrough -- excludes water, cobwebs, etc.
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/// </summary>
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public static bool IsFullyPassable(CalculationContext ctx, int x, int y, int z)
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{
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Material mat = ctx.GetMaterial(x, y, z);
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return mat == Material.Air || mat == Material.CaveAir || mat == Material.VoidAir;
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}
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public static bool IsClimbable(Material mat)
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{
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return mat.CanBeClimbedOn();
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}
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public static bool IsHazardous(Material mat)
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{
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return mat.CanHarmPlayers();
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}
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public static bool IsWater(Material mat)
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{
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return mat == Material.Water;
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}
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/// <summary>
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/// Can the player safely land on this block? True for solid blocks
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/// except bottom slabs (which cause glitchy fall damage in vanilla).
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/// </summary>
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public static bool CanSafelyLandOn(CalculationContext ctx, int x, int y, int z)
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{
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if (!CanWalkOn(ctx, x, y, z))
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return false;
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// TODO: detect bottom slabs via BlockShapes and reject them
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// (Baritone rejects bottom slab landings due to unreliable fall damage)
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return true;
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}
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/// <summary>
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/// Does this block absorb/negate fall damage?
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/// Water, slime blocks, hay bales, and powder snow reduce or eliminate fall damage.
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/// </summary>
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public static bool AbsorbsFallDamage(Material mat)
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{
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return mat is Material.Water or Material.SlimeBlock
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or Material.HayBlock or Material.PowderSnow;
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}
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/// <summary>
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/// Conservative check for gate-type blocks. Since we cannot read block state
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/// (open/closed) during planning, treat all fence gates as passable.
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/// </summary>
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private static bool IsOpenGate(Material mat)
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{
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return mat is Material.AcaciaFenceGate or Material.BirchFenceGate
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or Material.CrimsonFenceGate or Material.DarkOakFenceGate
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or Material.JungleFenceGate or Material.MangroveFenceGate
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or Material.OakFenceGate or Material.SpruceFenceGate
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or Material.WarpedFenceGate or Material.CherryFenceGate
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or Material.BambooFenceGate or Material.PaleOakFenceGate;
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}
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}
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}
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