mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
138 lines
5.7 KiB
C#
138 lines
5.7 KiB
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution.Templates
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{
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internal static class GroundedSegmentController
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{
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private const double FinalStopFastCompleteSpeed = 0.08;
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private const double PrepareJumpHandoffDistance = 0.40;
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internal static void Apply(PathSegment segment, PathSegment? nextSegment, Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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if (segment.ExitTransition == PathTransitionType.PrepareJump
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&& segment.ExitHints.RequireJumpReady
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&& physics.OnGround
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&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End)
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&& IsReadyToFreezeForTurn(segment, pos)
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&& TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment) > 8.0)
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{
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input.Forward = false;
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input.Sprint = false;
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input.Back = false;
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TemplateHelper.FaceExitHeading(physics, segment);
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return;
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}
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if (TemplateHelper.ShouldBiasTowardExitHeading(pos, segment))
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TemplateHelper.FaceExitHeading(physics, segment);
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(segment, nextSegment, pos, physics, world);
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldBack)
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TemplateHelper.FaceSegmentHeading(physics, segment);
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}
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internal static bool ShouldComplete(PathSegment segment, Location pos, PlayerPhysics physics)
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{
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if (segment.ExitHints.RequireGrounded && !physics.OnGround)
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return false;
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if (segment.ExitTransition == PathTransitionType.ContinueStraight
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&& physics.OnGround)
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{
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if (TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End)
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&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, segment.End))
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{
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return true;
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}
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if (TemplateHelper.IsSettledAtEnd(pos, segment.End, physics))
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return true;
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}
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if (segment.ExitTransition == PathTransitionType.FinalStop
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&& physics.OnGround
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&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End)
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&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, segment.End))
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{
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return TemplateHelper.GetHorizontalSpeed(physics) <= FinalStopFastCompleteSpeed;
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}
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double exitSpeed = TemplateHelper.ProjectHorizontalSpeedAlongHint(physics, segment);
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bool headingReady = TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment)
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<= (segment.ExitHints.RequireJumpReady ? 8.0 : 15.0);
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if (!headingReady)
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return false;
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if (segment.ExitTransition == PathTransitionType.PrepareJump
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&& physics.OnGround
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&& segment.ExitHints.RequireJumpReady
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&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End))
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{
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if (segment.MoveType == MoveType.Ascend)
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return true;
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double handoffDistance = segment.MoveType == MoveType.Parkour
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? 0.55
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: PrepareJumpHandoffDistance;
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return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= handoffDistance;
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}
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if (exitSpeed < segment.ExitHints.MinExitSpeed)
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return false;
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if (exitSpeed > segment.ExitHints.MaxExitSpeed)
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return false;
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if (segment.ExitTransition == PathTransitionType.LandingRecovery
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&& physics.OnGround
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&& !segment.ExitHints.RequireStableFooting
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&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End))
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{
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return true;
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}
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if (segment.ExitHints.RequireStableFooting)
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{
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return physics.OnGround
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&& (segment.ExitTransition == PathTransitionType.FinalStop
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? TemplateHelper.IsSettledAtEnd(pos, segment.End, physics)
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: TemplateHelper.IsSettledOnTargetBlock(pos, segment.End, physics));
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}
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if (segment.ExitHints.RequireJumpReady)
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{
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return physics.OnGround
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&& TemplateHelper.HasReachedSegmentEndPlane(pos, segment)
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&& exitSpeed >= segment.ExitHints.MinExitSpeed;
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}
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return segment.ExitTransition switch
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{
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PathTransitionType.ContinueStraight => TemplateHelper.IsNear(pos, segment.End, horizThresholdSq: 0.09),
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PathTransitionType.PrepareJump => TemplateHelper.HasReachedSegmentEndPlane(pos, segment)
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&& exitSpeed > 0.02,
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PathTransitionType.FinalStop => physics.OnGround && TemplateHelper.IsSettledAtEnd(pos, segment.End, physics),
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_ => physics.OnGround && TemplateHelper.IsSettledOnTargetBlock(pos, segment.End, physics)
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};
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}
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private static bool IsReadyToFreezeForTurn(PathSegment segment, Location pos)
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{
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if (segment.MoveType == MoveType.Ascend)
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return true;
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if (segment.MoveType == MoveType.Parkour
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|| (segment.HeadingX != 0 && segment.HeadingZ != 0))
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{
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return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= PrepareJumpHandoffDistance;
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}
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return true;
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}
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}
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}
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