mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
- MoveDiagonal: allow single-side-blocked diagonals (corner walk) so the bot can hug an open side to cut around a wall; both-sides-blocked remains impossible. Walk-speed cost when one side is blocked. - MoveSprintDescend: sprint off a ledge covering 2 horizontal blocks while dropping 1-3 blocks. Registered for cardinal and diagonal offsets. - MoveParkour: support negative yDelta (-1, -2) for descending parkour where the bot sprint-jumps across a gap and lands on a lower platform. Registered cardinal (dist 2-4, y-1/-2) and diagonal variants. - DescendTemplate: sprint when horizontal distance > 1.5 blocks. - SprintJumpTemplate: increase vertical landing tolerance for descend. Made-with: Cursor
85 lines
3 KiB
C#
85 lines
3 KiB
C#
using System;
|
|
using MinecraftClient.Mapping;
|
|
using MinecraftClient.Physics;
|
|
|
|
namespace MinecraftClient.Pathing.Execution.Templates
|
|
{
|
|
/// <summary>
|
|
/// Walk off a ledge and drop 1-N blocks to a landing spot.
|
|
/// Walks toward the destination; gravity handles the fall.
|
|
/// Sprints when the horizontal distance is large (> 1.5 blocks).
|
|
/// Supports solid landings, water landings, and mid-fall vine/ladder grabs.
|
|
/// </summary>
|
|
public sealed class DescendTemplate : IActionTemplate
|
|
{
|
|
public Location ExpectedStart { get; }
|
|
public Location ExpectedEnd { get; }
|
|
|
|
private int _tickCount;
|
|
private bool _hasFallen;
|
|
private readonly bool _needsSprint;
|
|
|
|
public DescendTemplate(Location start, Location end)
|
|
{
|
|
ExpectedStart = start;
|
|
ExpectedEnd = end;
|
|
double hdx = end.X - start.X;
|
|
double hdz = end.Z - start.Z;
|
|
_needsSprint = (hdx * hdx + hdz * hdz) > 2.25;
|
|
}
|
|
|
|
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input)
|
|
{
|
|
_tickCount++;
|
|
|
|
double dx = ExpectedEnd.X - pos.X;
|
|
double dz = ExpectedEnd.Z - pos.Z;
|
|
double dy = ExpectedEnd.Y - pos.Y;
|
|
double horizDistSq = dx * dx + dz * dz;
|
|
|
|
if (!physics.OnGround)
|
|
_hasFallen = true;
|
|
|
|
// Completion: landed on ground near destination
|
|
if (_hasFallen && physics.OnGround && horizDistSq < 0.5 && Math.Abs(dy) < 0.8)
|
|
return TemplateState.Complete;
|
|
|
|
// Completion: already at destination without falling (e.g., single step down)
|
|
if (horizDistSq < 0.25 && Math.Abs(dy) < 0.5 && physics.OnGround)
|
|
return TemplateState.Complete;
|
|
|
|
// Completion: landed in water near destination
|
|
if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0)
|
|
return TemplateState.Complete;
|
|
|
|
// Fail if climbing up instead of descending
|
|
if (pos.Y > ExpectedStart.Y + 2.0)
|
|
return TemplateState.Failed;
|
|
|
|
if (_tickCount > 200)
|
|
return TemplateState.Failed;
|
|
|
|
float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
|
|
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
|
|
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
|
|
|
|
if (physics.OnClimbable)
|
|
{
|
|
if (horizDistSq > 0.25)
|
|
{
|
|
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
|
|
input.Forward = true;
|
|
}
|
|
}
|
|
else if (horizDistSq > 0.01)
|
|
{
|
|
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
|
|
input.Forward = true;
|
|
if (_needsSprint)
|
|
input.Sprint = true;
|
|
}
|
|
|
|
return TemplateState.InProgress;
|
|
}
|
|
}
|
|
}
|