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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
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using System.Collections.Generic;
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Execution
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{
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public sealed class PathSegment
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{
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public required Location Start { get; init; }
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public required Location End { get; init; }
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public required MoveType MoveType { get; init; }
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public static List<PathSegment> FromPath(IReadOnlyList<PathNode> nodes)
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{
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var segments = new List<PathSegment>(nodes.Count - 1);
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for (int i = 1; i < nodes.Count; i++)
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{
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var prev = nodes[i - 1];
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var curr = nodes[i];
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segments.Add(new PathSegment
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{
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Start = new Location(prev.X + 0.5, prev.Y, prev.Z + 0.5),
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End = new Location(curr.X + 0.5, curr.Y, curr.Z + 0.5),
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MoveType = curr.MoveUsed
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});
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}
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return segments;
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}
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public override string ToString() =>
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$"{MoveType}: ({Start.X:F1},{Start.Y:F1},{Start.Z:F1})->({End.X:F1},{End.Y:F1},{End.Z:F1})";
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}
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}
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