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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
25 lines
647 B
C#
25 lines
647 B
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution
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{
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public enum TemplateState
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{
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InProgress,
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Complete,
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Failed
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}
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/// <summary>
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/// Per-tick movement controller for one path segment.
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/// Reads player state from physics, writes desired input to MovementInput,
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/// and reports completion or failure.
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/// </summary>
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public interface IActionTemplate
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{
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Location ExpectedStart { get; }
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Location ExpectedEnd { get; }
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TemplateState Tick(Location currentPos, PlayerPhysics physics, MovementInput input);
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}
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}
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