Minecraft-Console-Client/MinecraftClient/Pathing/Execution/IActionTemplate.cs
BruceChen 4b49135107 feat: add parkour moves and template-based path execution system
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
2026-04-12 18:43:32 +00:00

25 lines
647 B
C#

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