Minecraft-Console-Client/MinecraftClient/Pathing/Moves/Impl/MoveJump.cs
BruceChen d002930a6a pathing: unify jump moves into MoveJump + IMoveExpander
Replace seven hand-written IMove classes (MoveTraverse, MoveDiagonal,
MoveAscend, MoveDiagonalAscend, MoveDiagonalDescend, MoveParkour,
MoveSidewallParkour) with a single MoveJump driven by a JumpDescriptor
(XOffset, ZOffset, YDelta, JumpFlavor). JumpFeasibility is the single
source of truth for the physics/cost rules of every jump-family move.

A* no longer iterates a flat IMove[]. The Calculate loop now drives
an IMoveExpander[] that writes into a stackalloc Span<MoveNeighbor>,
eliminating per-iteration heap traffic. JumpExpander enumerates every
jump-family descriptor dynamically; LegacyMoveExpander wraps the
remaining dynamic-landing moves (MoveDescend, MoveSprintDescend,
MoveClimb, MoveFall) so callers that still pass a custom IMove[]
keep working.

Add two O(1) short-circuits at the top of JumpExpander.Expand:
- Hoist the per-node parkour preconditions (AllowParkour + CanSprint,
  standing block climbability, feet-liquid, head clearance at y+2)
  so ~170 SprintJump + Sidewall descriptors never call JumpFeasibility
  when the node cannot take off at all.
- Precompute an 8-way "first step has no floor" table indexed by
  (sign(dx), sign(dz)) so SprintJump descriptors in a direction that
  has a walkable floor underneath are dropped without Evaluate.
- Add a conservative "any cardinal wall at y or y+1" probe that skips
  all 112 Sidewall descriptors when no wall exists adjacent to the
  takeoff.

Move tests switch to the new MoveJump.* factory methods. Behavior is
verified by the existing test suite: the 21 pre-existing baseline
failures are preserved exactly, 0 regressions introduced.

Made-with: Cursor
2026-04-19 17:03:26 +00:00

79 lines
3.2 KiB
C#

using System;
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// Unified jump-family move. A single IMove implementation that dispatches
/// on <see cref="JumpFlavor"/> to cover every combination previously
/// implemented by seven separate classes (Traverse, Diagonal, Ascend,
/// DiagonalAscend, DiagonalDescend, Parkour, SidewallParkour).
///
/// All feasibility and cost logic lives in <see cref="JumpFeasibility"/>.
/// Factory helpers (<see cref="Traverse"/>, <see cref="Parkour"/>, ...)
/// produce the right descriptor for each use site without requiring
/// callers to remember the mapping between flavor and <see cref="MoveType"/>.
/// </summary>
public sealed class MoveJump : IMove
{
public JumpDescriptor Descriptor { get; }
public MoveType Type { get; }
public int XOffset => Descriptor.XOffset;
public int ZOffset => Descriptor.ZOffset;
public int YDelta => Descriptor.YDelta;
public JumpFlavor Flavor => Descriptor.Flavor;
public bool DynamicY => false;
public MoveJump(JumpDescriptor descriptor)
{
Descriptor = descriptor;
Type = DeriveMoveType(descriptor);
}
public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
=> JumpFeasibility.Evaluate(ctx, x, y, z, Descriptor, ref result);
public override string ToString()
{
double horiz = Math.Sqrt((double)(XOffset * XOffset + ZOffset * ZOffset));
return $"MoveJump({Flavor}, off=({XOffset},{ZOffset}), dy={YDelta}, dist={horiz:F2})";
}
// -----------------------------------------------------------------
// Factory helpers
// -----------------------------------------------------------------
public static MoveJump Traverse(int dx, int dz)
=> new(new JumpDescriptor(dx, dz, 0, JumpFlavor.Walk));
public static MoveJump Diagonal(int dx, int dz)
=> new(new JumpDescriptor(dx, dz, 0, JumpFlavor.Walk));
public static MoveJump Ascend(int dx, int dz)
=> new(new JumpDescriptor(dx, dz, 1, JumpFlavor.Step));
public static MoveJump DiagonalAscend(int dx, int dz)
=> new(new JumpDescriptor(dx, dz, 1, JumpFlavor.Step));
public static MoveJump DiagonalDescend(int dx, int dz)
=> new(new JumpDescriptor(dx, dz, -1, JumpFlavor.Step));
public static MoveJump Parkour(int dx, int dz, int yDelta = 0)
=> new(new JumpDescriptor(dx, dz, yDelta, JumpFlavor.SprintJump));
public static MoveJump Sidewall(int dx, int dz, int yDelta = 0)
=> new(new JumpDescriptor(dx, dz, yDelta, JumpFlavor.Sidewall));
private static MoveType DeriveMoveType(JumpDescriptor d)
{
return d.Flavor switch
{
JumpFlavor.Walk => d.IsCardinal ? MoveType.Traverse : MoveType.Diagonal,
JumpFlavor.Step => d.YDelta > 0 ? MoveType.Ascend : MoveType.Descend,
JumpFlavor.SprintJump => MoveType.Parkour,
JumpFlavor.Sidewall => MoveType.Parkour,
_ => MoveType.Traverse,
};
}
}
}