Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/SprintJumpTemplate.cs
BruceChen 53082d387e feat: add 4-block jumps, diagonal parkour, high-fall water/ladder support
MoveParkour rewritten to support both cardinal and diagonal sprint jumps
with unified (xOff, zOff) interface. New capabilities:

- 4-block cardinal sprint jumps with edge-approach timing in template
- Diagonal parkour: (2,1), (1,2), (2,2), (3,1), (1,3) in all quadrants
- Ascending parkour extended to dist=3 (cardinal)
- Overshoot safety check after landing destination
- Block parkour from climbable starting blocks (vine/ladder)

MoveDescend/MoveFall enhanced with Baritone-style dynamic fall scanning:
- Water landing: accepts falls of any height into water
- Mid-fall ladder/vine grab: resets effective fall height (<=11 blocks)
- CalculationContext gains MaxFallHeightWater, AllowLadderGrabDuringFall

SprintJumpTemplate gains distance-based approach timing:
- Long jumps (>=3.5 blocks): delays jump until 0.5 blocks from center
- Medium jumps (>=2.5): 0.35 blocks approach
- Landing tolerance scales with jump distance

All movements verified on 1.21.11 local server.

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

98 lines
3.6 KiB
C#

using System;
using MinecraftClient.Mapping;
using MinecraftClient.Physics;
namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// Sprint-jump across a gap. Uses a phase-based state machine:
/// Approach -> jump when ready -> Airborne -> Landing check.
/// For long jumps (>= 3.5 blocks), delays the jump until the player
/// has moved toward the edge of the starting block for maximum distance.
/// </summary>
public sealed class SprintJumpTemplate : IActionTemplate
{
private enum Phase { Approach, Airborne, Landing }
public Location ExpectedStart { get; }
public Location ExpectedEnd { get; }
private readonly double _horizDist;
private int _tickCount;
private Phase _phase = Phase.Approach;
public SprintJumpTemplate(Location start, Location end)
{
ExpectedStart = start;
ExpectedEnd = end;
double dx = end.X - start.X;
double dz = end.Z - start.Z;
_horizDist = Math.Sqrt(dx * dx + dz * dz);
}
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;
switch (_phase)
{
case Phase.Approach:
if (physics.OnGround)
{
double fromStartSq = TemplateHelper.HorizontalDistanceSq(pos, ExpectedStart);
// For long jumps, delay the jump until the player has sprinted
// toward the block edge. Baritone waits until playerFeet is in
// the next block (~0.5 blocks from center) for dist >= 4.
// For medium jumps (dist 3), wait 0.35 blocks (Baritone: 0.7).
double minApproachSq;
if (_horizDist >= 3.5)
minApproachSq = 0.25; // 0.5 blocks
else if (_horizDist >= 2.5)
minApproachSq = 0.12; // ~0.35 blocks
else
minApproachSq = 0.0;
if (fromStartSq >= minApproachSq)
{
input.Jump = true;
_phase = Phase.Airborne;
}
}
if (_tickCount > 30)
return TemplateState.Failed;
break;
case Phase.Airborne:
if (!physics.OnGround)
break;
_phase = Phase.Landing;
goto case Phase.Landing;
case Phase.Landing:
// Tolerance scales with jump distance
double horizTolerance = _horizDist >= 3.5 ? 3.0 : 2.0;
if (horizDistSq < horizTolerance && Math.Abs(dy) < 1.0)
return TemplateState.Complete;
return TemplateState.Failed;
}
if (pos.Y < ExpectedEnd.Y - 4.0)
return TemplateState.Failed;
if (_tickCount > 60)
return TemplateState.Failed;
return TemplateState.InProgress;
}
}
}