Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/AscendTemplate.cs

96 lines
3.8 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 readonly PathSegment _segment;
private readonly PathSegment? _nextSegment;
private int _tickCount;
private Location _lastPos;
private int _stuckTicks;
private bool _initiatedJump;
public AscendTemplate(PathSegment segment, PathSegment? nextSegment)
{
_segment = segment;
_nextSegment = nextSegment;
ExpectedStart = segment.Start;
ExpectedEnd = segment.End;
_lastPos = segment.Start;
}
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
{
_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;
bool groundedPrepareJumpHandoff = physics.OnGround
&& Math.Abs(dy) < 0.2
&& _segment.ExitTransition == PathTransitionType.PrepareJump
&& _segment.ExitHints.RequireJumpReady
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, _segment.End);
float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
bool snapYawForJumpCommit = !_initiatedJump && !groundedPrepareJumpHandoff;
physics.Yaw = TemplateHelper.AlignYaw(
physics.Yaw,
targetYaw,
snapYawForJumpCommit ? YawAlignmentMode.Snap : YawAlignmentMode.Smooth);
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
float headingPenalty = YawDifference(physics.Yaw, targetYaw);
bool headingReady = headingPenalty <= 8.0;
bool turnInPlace = !_initiatedJump && !headingReady;
input.Forward = !turnInPlace;
input.Sprint = !turnInPlace;
bool diagonalAscend = _segment.HeadingX != 0 && _segment.HeadingZ != 0;
bool jumpReady = headingReady
&& (diagonalAscend || TemplateHelper.RemainingDistanceAlongSegment(pos, _segment) <= 1.05);
if (physics.OnGround && dy > 0.1 && jumpReady)
{
input.Jump = true;
_initiatedJump = true;
}
if (physics.OnGround && Math.Abs(dy) < 0.2)
{
GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world);
if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
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;
}
private static float YawDifference(float current, float target)
{
float delta = target - current;
while (delta > 180f) delta -= 360f;
while (delta < -180f) delta += 360f;
return Math.Abs(delta);
}
}
}