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

138 lines
5.7 KiB
C#

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