Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/AscendTemplate.cs
BruceChen a9c9a6a669 fix: set movement input before completion check to maintain sprint momentum
Templates now set Forward/Sprint input before checking completion
conditions. This prevents a 1-tick input gap during template transitions
that caused the player to lose sprint speed, making parkour jumps fail
due to insufficient horizontal velocity.

Made-with: Cursor
2026-04-12 18:43:32 +00:00

57 lines
1.8 KiB
C#

using System;
using MinecraftClient.Mapping;
using MinecraftClient.Physics;
namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// Jump up 1 block while moving 1 block in a cardinal direction.
/// Faces destination, sprints forward, and jumps when on ground.
/// </summary>
public sealed class AscendTemplate : IActionTemplate
{
public Location ExpectedStart { get; }
public Location ExpectedEnd { get; }
private int _tickCount;
private Location _lastPos;
private int _stuckTicks;
public AscendTemplate(Location start, Location end)
{
ExpectedStart = start;
ExpectedEnd = end;
_lastPos = start;
}
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
{
_tickCount++;
double dx = ExpectedEnd.X - pos.X;
double dz = ExpectedEnd.Z - pos.Z;
double dy = ExpectedEnd.Y - pos.Y;
double horizDistSq = dx * dx + dz * dz;
physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
input.Forward = true;
input.Sprint = true;
if (physics.OnGround && dy > 0.1)
input.Jump = true;
if (horizDistSq < 0.25 && Math.Abs(dy) < 0.8)
return TemplateState.Complete;
double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos);
double movedY = Math.Abs(pos.Y - _lastPos.Y);
_stuckTicks = (movedSq < 0.0005 && movedY < 0.001) ? _stuckTicks + 1 : 0;
_lastPos = pos;
if (_stuckTicks > 40 || _tickCount > 80)
return TemplateState.Failed;
return TemplateState.InProgress;
}
}
}