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https://github.com/MCCTeam/Minecraft-Console-Client
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Phase 2.2: MoveParkour for sprint-jump across 1-2 block gaps (distance 2-3) and ascending parkour (distance 2, +1Y). Registered in BuildDefaultMoves with CalculationContext.AllowParkour gating. Phase 3.1-3.2: Template execution engine replacing the waypoint queue system. - IActionTemplate interface with per-tick state machine pattern - Templates: Walk, Ascend, Descend, Climb, Fall, SprintJump - ActionTemplateFactory maps MoveType to the correct template - PathExecutor drives sequential template execution with logging - PathSegmentManager handles replanning on failure (up to 5 retries) - McClient integration: MoveToAStar now creates PathSegmentManager, UpdatePathfindingInput delegates to it, CancelMovement/ClientIsMoving updated for both old and new systems. Tested on 1.21.11: straight walk, zigzag maze, stair ascent, 1-gap and 2-gap sprint jumps all pass. Made-with: Cursor
27 lines
1.1 KiB
C#
27 lines
1.1 KiB
C#
using System;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Pathing.Execution.Templates;
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namespace MinecraftClient.Pathing.Execution
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{
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/// <summary>
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/// Maps a PathSegment (MoveType + start/end) to the appropriate IActionTemplate.
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/// </summary>
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public static class ActionTemplateFactory
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{
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public static IActionTemplate Create(PathSegment segment)
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{
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return segment.MoveType switch
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{
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MoveType.Traverse => new WalkTemplate(segment.Start, segment.End),
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MoveType.Diagonal => new WalkTemplate(segment.Start, segment.End),
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MoveType.Ascend => new AscendTemplate(segment.Start, segment.End),
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MoveType.Descend => new DescendTemplate(segment.Start, segment.End),
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MoveType.Fall => new FallTemplate(segment.Start, segment.End),
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MoveType.Climb => new ClimbTemplate(segment.Start, segment.End),
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MoveType.Parkour => new SprintJumpTemplate(segment.Start, segment.End),
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_ => throw new ArgumentException($"Unknown MoveType: {segment.MoveType}")
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};
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}
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}
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}
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