mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
Move PathSegmentManager's Replan to Task.Run so the main tick only reads results and swaps executors, and introduce a _nextExecutor pre-planning slot so upcoming segments can prepare while the current one finishes. Relax per-tick yaw/pitch rate limiting: allow instantaneous snapping before jump ticks (Baritone does this and servers do not kick for it). Align jump-template success/failure contracts with Baritone: - Success key shifts from "speed squared" to "feet-on-target block". - Failure window widened to the ~200 tick range. - AscendTemplate gets a headBonkClear + edge/side proximity precondition so launches only happen from a safe takeoff. Expose an initialMomentumTicks option on TemplateSimulationRunner so follow-up sidewall scenarios can warm up physics before a template starts. Made-with: Cursor
407 lines
16 KiB
C#
407 lines
16 KiB
C#
using System;
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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 TemplateHelper
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{
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private const double EyeHeight = 1.62;
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private const float MaxYawStepPerTick = 35f;
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private const float MaxPitchStepPerTick = 25f;
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// Callers that want to force an immediate alignment (e.g. right before
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// firing a jump so the takeoff vector matches the target) can use these
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// "snap" overloads instead of SmoothYaw/SmoothPitch.
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internal static float SnapStep => 360f;
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internal static float CalculateYaw(double dx, double dz)
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{
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float yaw = (float)(-Math.Atan2(dx, dz) / Math.PI * 180.0);
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if (yaw < 0) yaw += 360;
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return yaw;
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}
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/// <summary>
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/// Calculate the pitch angle to look from current eye position toward
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/// the target's feet-level Y. dy = targetFeetY - playerFeetY.
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/// </summary>
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internal static float CalculatePitch(double dx, double dy, double dz)
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{
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double horizDist = Math.Sqrt(dx * dx + dz * dz);
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// Look toward the target's eye level, not feet.
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// Both player and target are at feet+EyeHeight, so the vertical
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// difference is just dy (target feet Y - player feet Y).
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float pitch = (float)(-Math.Atan2(dy, horizDist) / Math.PI * 180.0);
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return Math.Clamp(pitch, -90f, 90f);
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}
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/// <summary>
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/// Smoothly interpolate yaw toward a target, respecting wrap-around at 0/360.
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/// </summary>
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internal static float SmoothYaw(float current, float target, float maxStep = MaxYawStepPerTick)
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{
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float delta = target - current;
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// Normalize to [-180, 180]
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while (delta > 180f) delta -= 360f;
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while (delta < -180f) delta += 360f;
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if (Math.Abs(delta) <= maxStep)
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return target;
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float result = current + Math.Sign(delta) * maxStep;
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if (result < 0) result += 360f;
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if (result >= 360f) result -= 360f;
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return result;
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}
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/// <summary>
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/// Smoothly interpolate pitch toward a target.
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/// </summary>
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internal static float SmoothPitch(float current, float target, float maxStep = MaxPitchStepPerTick)
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{
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float delta = target - current;
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if (Math.Abs(delta) <= maxStep)
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return target;
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return current + Math.Sign(delta) * maxStep;
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}
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internal static double HorizontalDistanceSq(Location a, Location b)
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{
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double dx = a.X - b.X;
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double dz = a.Z - b.Z;
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return dx * dx + dz * dz;
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}
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internal static bool IsNear(Location pos, Location target,
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double horizThresholdSq = 0.25, double vertThreshold = 0.8)
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{
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double dx = target.X - pos.X;
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double dz = target.Z - pos.Z;
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double dy = target.Y - pos.Y;
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return dx * dx + dz * dz < horizThresholdSq && Math.Abs(dy) < vertThreshold;
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}
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internal static void FaceSegmentHeading(PlayerPhysics physics, PathSegment segment)
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{
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float headingYaw = CalculateYaw(segment.HeadingX, segment.HeadingZ);
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physics.Yaw = SmoothYaw(physics.Yaw, headingYaw);
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}
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internal static void FaceExitHeading(PlayerPhysics physics, PathSegment segment)
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{
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float headingYaw = GetExitHeadingYaw(segment);
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physics.Yaw = SmoothYaw(physics.Yaw, headingYaw);
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}
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internal static void FaceExitHeading(PlayerPhysics physics, PathSegment segment, PathSegment? nextSegment)
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{
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float headingYaw = GetExitHeadingYaw(segment, nextSegment);
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physics.Yaw = SmoothYaw(physics.Yaw, headingYaw);
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}
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internal static void ApplyDecision(MovementInput input, TransitionBrakingDecision decision)
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{
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input.Forward = decision.HoldForward;
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input.Sprint = decision.HoldSprint;
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input.Back = decision.HoldBack;
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}
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internal static bool HasReachedSegmentEndPlane(Location pos, PathSegment segment, double tolerance = 0.05)
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{
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GetNormalizedSegmentDirection(segment, out double dirX, out double dirZ);
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double relX = pos.X - segment.End.X;
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double relZ = pos.Z - segment.End.Z;
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return relX * dirX + relZ * dirZ >= -tolerance;
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}
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internal static double ProjectHorizontalSpeedAlongSegment(PlayerPhysics physics, PathSegment segment)
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{
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GetNormalizedSegmentDirection(segment, out double dirX, out double dirZ);
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return physics.DeltaMovement.X * dirX + physics.DeltaMovement.Z * dirZ;
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}
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internal static double ProjectHorizontalSpeedAlongHint(PlayerPhysics physics, PathSegment segment)
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{
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GetExitHeading(segment, out int headingX, out int headingZ);
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return ProjectHorizontalSpeedAlongHeading(physics, headingX, headingZ);
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}
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internal static double ProjectHorizontalSpeedAlongHeading(PlayerPhysics physics, int headingX, int headingZ)
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{
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if (headingX == 0 && headingZ == 0)
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return GetHorizontalSpeed(physics);
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return physics.DeltaMovement.X * headingX + physics.DeltaMovement.Z * headingZ;
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}
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internal static double GetHorizontalSpeed(PlayerPhysics physics)
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{
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return Math.Sqrt(physics.DeltaMovement.X * physics.DeltaMovement.X
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+ physics.DeltaMovement.Z * physics.DeltaMovement.Z);
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}
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internal static double RemainingDistanceAlongSegment(Location pos, PathSegment segment)
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{
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double dx = segment.End.X - pos.X;
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double dz = segment.End.Z - pos.Z;
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return dx * segment.HeadingX + dz * segment.HeadingZ;
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}
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internal static void GetApproachHeading(PathSegment segment, out int headingX, out int headingZ)
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{
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if (segment.ParkourProfile == ParkourProfile.Sidewall)
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{
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double dx = Math.Abs(segment.End.X - segment.Start.X);
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double dz = Math.Abs(segment.End.Z - segment.Start.Z);
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if (dx > dz)
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{
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headingX = segment.HeadingX;
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headingZ = 0;
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}
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else
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{
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headingX = 0;
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headingZ = segment.HeadingZ;
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}
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if (headingX != 0 || headingZ != 0)
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return;
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}
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headingX = segment.HeadingX;
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headingZ = segment.HeadingZ;
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}
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internal static float GetApproachYaw(PathSegment segment)
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{
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GetApproachHeading(segment, out int headingX, out int headingZ);
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return CalculateYaw(headingX, headingZ);
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}
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internal static double ProgressAlongApproach(Location pos, PathSegment segment)
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{
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GetApproachHeading(segment, out int headingX, out int headingZ);
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return ((pos.X - segment.Start.X) * headingX) + ((pos.Z - segment.Start.Z) * headingZ);
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}
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internal static float GetSidewallTakeoffYaw(PathSegment segment)
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{
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float approachYaw = GetApproachYaw(segment);
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float targetYaw = CalculateYaw(segment.End.X - segment.Start.X, segment.End.Z - segment.Start.Z);
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double major = Math.Max(Math.Abs(segment.End.X - segment.Start.X), Math.Abs(segment.End.Z - segment.Start.Z));
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float blend = major switch
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{
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<= 2.0 => 0.55f,
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<= 3.0 => 0.52f,
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<= 4.0 => 0.50f,
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_ => 0.48f
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};
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if (major >= 4.0)
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blend += 0.04f;
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if (segment.End.Y > segment.Start.Y)
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blend = Math.Max(0.40f, blend - 0.06f);
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else if (segment.End.Y < segment.Start.Y)
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{
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blend = Math.Min(0.62f, blend + 0.06f);
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if (major <= 2.0)
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blend = Math.Min(0.66f, blend + 0.05f);
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}
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return InterpolateYaw(approachYaw, targetYaw, blend);
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}
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internal static double LateralOffsetFromSegmentLine(Location pos, PathSegment segment)
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{
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GetNormalizedSegmentDirection(segment, out double dirX, out double dirZ);
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if (dirX == 0.0 && dirZ == 0.0)
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return 0.0;
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double relX = pos.X - segment.Start.X;
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double relZ = pos.Z - segment.Start.Z;
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return Math.Abs((-dirZ * relX) + (dirX * relZ));
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}
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internal static bool ShouldBiasTowardExitHeading(Location pos, PathSegment segment, double distanceThreshold = 0.35)
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{
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GetExitHeading(segment, out int headingX, out int headingZ);
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if ((headingX == 0 && headingZ == 0)
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|| (headingX == segment.HeadingX && headingZ == segment.HeadingZ))
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{
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return false;
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}
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return RemainingDistanceAlongSegment(pos, segment) <= distanceThreshold;
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}
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internal static bool ShouldBiasTowardExitHeading(Location pos, PathSegment segment, PathSegment? nextSegment, double distanceThreshold = 0.35)
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{
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GetExitHeading(segment, nextSegment, out int headingX, out int headingZ);
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if ((headingX == 0 && headingZ == 0)
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|| (headingX == segment.HeadingX && headingZ == segment.HeadingZ))
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{
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return false;
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}
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return RemainingDistanceAlongSegment(pos, segment) <= distanceThreshold;
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}
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internal static bool IsSettledOnTargetBlock(Location pos, Location target, PlayerPhysics physics,
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double speedThresholdSq = 0.0016)
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{
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double horizontalSpeedSq = physics.DeltaMovement.X * physics.DeltaMovement.X
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+ physics.DeltaMovement.Z * physics.DeltaMovement.Z;
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return TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, target)
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&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, target)
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&& horizontalSpeedSq <= speedThresholdSq;
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}
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internal static bool IsSettledAtEnd(Location pos, Location target, PlayerPhysics physics,
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double horizThresholdSq = 0.0025, double speedThresholdSq = 0.0016)
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{
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if (IsSettledOnTargetBlock(pos, target, physics, speedThresholdSq))
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return true;
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double horizontalSpeedSq = physics.DeltaMovement.X * physics.DeltaMovement.X
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+ physics.DeltaMovement.Z * physics.DeltaMovement.Z;
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if (horizontalSpeedSq > speedThresholdSq)
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return false;
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if (TemplateFootingHelper.IsCenterInsideTargetBlock(pos, target)
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&& !TemplateFootingHelper.WillCenterLeaveTargetBlockNextTick(pos, physics, target))
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{
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return true;
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}
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double dx = target.X - pos.X;
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double dz = target.Z - pos.Z;
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return dx * dx + dz * dz <= horizThresholdSq;
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}
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internal static double HeadingPenaltyDegrees(float yaw, PathSegment segment)
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{
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GetExitHeading(segment, out int headingX, out int headingZ);
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return HeadingPenaltyDegrees(yaw, headingX, headingZ);
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}
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internal static bool ShouldTurnInPlaceBeforeAdvancing(float yaw, PathSegment segment, double maxAdvanceHeadingPenalty = 35.0)
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{
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return HeadingPenaltyDegrees(yaw, segment) > maxAdvanceHeadingPenalty;
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}
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internal static double HeadingPenaltyDegrees(float yaw, int headingX, int headingZ)
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{
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if (headingX == 0 && headingZ == 0)
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return 0.0;
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float targetYaw = CalculateYaw(headingX, headingZ);
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float delta = targetYaw - yaw;
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while (delta > 180f) delta -= 360f;
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while (delta < -180f) delta += 360f;
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return Math.Abs(delta);
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}
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internal static float GetExitHeadingYaw(PathSegment segment)
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{
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GetExitHeading(segment, out int headingX, out int headingZ);
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return CalculateYaw(headingX, headingZ);
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}
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internal static float GetExitHeadingYaw(PathSegment segment, PathSegment? nextSegment)
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{
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GetExitHeading(segment, nextSegment, out int headingX, out int headingZ);
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return CalculateYaw(headingX, headingZ);
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}
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internal static void GetExitHeading(PathSegment segment, out int headingX, out int headingZ)
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{
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headingX = segment.ExitHints.DesiredHeadingX;
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headingZ = segment.ExitHints.DesiredHeadingZ;
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if (headingX == 0 && headingZ == 0)
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{
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headingX = segment.HeadingX;
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headingZ = segment.HeadingZ;
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}
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}
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internal static void GetExitHeading(PathSegment segment, PathSegment? nextSegment, out int headingX, out int headingZ)
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{
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if (nextSegment is not null
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&& nextSegment.MoveType == MoveType.Parkour
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&& nextSegment.ParkourProfile == ParkourProfile.Sidewall)
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{
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GetApproachHeading(nextSegment, out headingX, out headingZ);
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if (headingX != 0 || headingZ != 0)
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return;
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}
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GetExitHeading(segment, out headingX, out headingZ);
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}
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internal static PlayerPhysics ClonePhysicsForPlanning(PlayerPhysics physics)
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{
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return new PlayerPhysics
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{
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Position = physics.Position,
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DeltaMovement = physics.DeltaMovement,
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Yaw = physics.Yaw,
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Pitch = physics.Pitch,
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OnGround = physics.OnGround,
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HorizontalCollision = physics.HorizontalCollision,
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VerticalCollision = physics.VerticalCollision,
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VerticalCollisionBelow = physics.VerticalCollisionBelow,
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FallDistance = physics.FallDistance,
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StuckSpeedMultiplier = physics.StuckSpeedMultiplier,
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Xxa = physics.Xxa,
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Zza = physics.Zza,
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Yya = physics.Yya,
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Jumping = physics.Jumping,
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Sprinting = physics.Sprinting,
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Sneaking = physics.Sneaking,
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CreativeFlying = physics.CreativeFlying,
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InWater = physics.InWater,
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IsUnderWater = physics.IsUnderWater,
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InLava = physics.InLava,
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OnClimbable = physics.OnClimbable,
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HasSlowFalling = physics.HasSlowFalling,
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HasLevitation = physics.HasLevitation,
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LevitationAmplifier = physics.LevitationAmplifier,
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MovementSpeed = physics.MovementSpeed
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};
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}
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private static void GetNormalizedSegmentDirection(PathSegment segment, out double dirX, out double dirZ)
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{
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dirX = segment.End.X - segment.Start.X;
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dirZ = segment.End.Z - segment.Start.Z;
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double len = Math.Sqrt(dirX * dirX + dirZ * dirZ);
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if (len < 1.0E-6)
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{
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dirX = 0.0;
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dirZ = 0.0;
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return;
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}
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dirX /= len;
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dirZ /= len;
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}
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private static float InterpolateYaw(float from, float to, float factor)
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{
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float delta = to - from;
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while (delta > 180f) delta -= 360f;
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while (delta < -180f) delta += 360f;
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float result = from + (delta * factor);
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while (result < 0f) result += 360f;
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while (result >= 360f) result -= 360f;
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return result;
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}
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}
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}
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