Minecraft-Console-Client/MinecraftClient/Pathing/Moves/Impl/MoveDescend.cs
BruceChen 53082d387e feat: add 4-block jumps, diagonal parkour, high-fall water/ladder support
MoveParkour rewritten to support both cardinal and diagonal sprint jumps
with unified (xOff, zOff) interface. New capabilities:

- 4-block cardinal sprint jumps with edge-approach timing in template
- Diagonal parkour: (2,1), (1,2), (2,2), (3,1), (1,3) in all quadrants
- Ascending parkour extended to dist=3 (cardinal)
- Overshoot safety check after landing destination
- Block parkour from climbable starting blocks (vine/ladder)

MoveDescend/MoveFall enhanced with Baritone-style dynamic fall scanning:
- Water landing: accepts falls of any height into water
- Mid-fall ladder/vine grab: resets effective fall height (<=11 blocks)
- CalculationContext gains MaxFallHeightWater, AllowLadderGrabDuringFall

SprintJumpTemplate gains distance-based approach timing:
- Long jumps (>=3.5 blocks): delays jump until 0.5 blocks from center
- Medium jumps (>=2.5): 0.35 blocks approach
- Landing tolerance scales with jump distance

All movements verified on 1.21.11 local server.

Made-with: Cursor
2026-04-12 18:43:32 +00:00

154 lines
5.4 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
namespace MinecraftClient.Pathing.Moves.Impl
{
/// <summary>
/// Walk off a ledge and drop 1-N blocks in a cardinal direction.
/// For short drops (1-MaxFallHeight), uses simple scan.
/// For longer drops, delegates to DynamicFallCost which supports:
/// - Water/liquid safe landing
/// - Mid-fall ladder/vine grabbing (resets effective fall height if ≤ 11 blocks)
/// Based on Baritone's MovementDescend.dynamicFallCost design.
/// </summary>
public sealed class MoveDescend : IMove
{
public MoveType Type => MoveType.Descend;
public int XOffset { get; }
public int ZOffset { get; }
public bool DynamicY => true;
public MoveDescend(int xOffset, int zOffset)
{
XOffset = xOffset;
ZOffset = zOffset;
}
public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
{
int destX = x + XOffset;
int destZ = z + ZOffset;
if (!ctx.CanWalkThrough(destX, y, destZ) || !ctx.CanWalkThrough(destX, y + 1, destZ))
{
result.SetImpossible();
return;
}
// Don't descend from ladder/vine (unreliable)
Material fromDown = ctx.GetMaterial(x, y - 1, z);
if (fromDown.CanBeClimbedOn())
{
result.SetImpossible();
return;
}
// Check for simple 1-block descend first (most common case)
if (ctx.CanWalkOn(destX, y - 2, destZ))
{
Material landOn = ctx.GetMaterial(destX, y - 2, destZ);
if (MoveHelper.IsHazardous(landOn))
{
result.SetImpossible();
return;
}
if (ctx.GetMaterial(destX, y - 1, destZ).CanBeClimbedOn())
{
result.SetImpossible();
return;
}
double cost = ActionCosts.WalkOffBlock + ActionCosts.FallCost(1);
result.Set(destX, y - 1, destZ, cost);
return;
}
// Not a simple 1-block drop, try dynamic fall
DynamicFallCost(ctx, x, y, z, destX, destZ, ref result);
}
/// <summary>
/// Scan downward for a safe landing, supporting water, ladder grabs, and
/// configurable max heights. Based on Baritone's dynamicFallCost.
/// </summary>
private static void DynamicFallCost(
CalculationContext ctx, int x, int y, int z,
int destX, int destZ, ref MoveResult result)
{
if (!ctx.CanWalkThrough(destX, y - 2, destZ))
{
result.SetImpossible();
return;
}
double costSoFar = 0;
int effectiveStartHeight = y;
// Scan starts from fallHeight=3 (2 blocks below the ledge)
// because fallHeight=1 and =2 were already checked above
int maxScan = ctx.MaxFallHeightWater > ctx.MaxFallHeight
? ctx.MaxFallHeightWater
: ctx.MaxFallHeight;
for (int fallHeight = 3; fallHeight <= maxScan; fallHeight++)
{
int newY = y - fallHeight;
if (newY < -64) break;
Material ontoMat = ctx.GetMaterial(destX, newY, destZ);
int unprotectedFallHeight = fallHeight - (y - effectiveStartHeight);
double tentativeCost = ActionCosts.WalkOffBlock
+ ActionCosts.FallCost(unprotectedFallHeight) + costSoFar;
// Water landing: safe regardless of height (water absorbs all fall damage)
if (MoveHelper.IsWater(ontoMat))
{
result.Set(destX, newY, destZ, tentativeCost);
return;
}
// Mid-fall ladder/vine grab: resets effective fall height.
// Vanilla: player grabs ladders/vines if falling speed is low enough
// (roughly ≤ 11 blocks of unprotected free fall).
if (ctx.AllowLadderGrabDuringFall && unprotectedFallHeight <= 11
&& ontoMat.CanBeClimbedOn())
{
costSoFar += ActionCosts.FallCost(unprotectedFallHeight - 1);
costSoFar += ActionCosts.LadderDownOne;
effectiveStartHeight = newY;
continue;
}
// Air or passable: continue falling
if (ctx.CanWalkThrough(destX, newY, destZ))
continue;
// Hit something solid
if (MoveHelper.IsHazardous(ontoMat))
{
result.SetImpossible();
return;
}
if (!ctx.CanWalkOn(destX, newY, destZ))
{
result.SetImpossible();
return;
}
// Solid landing: allowed if within safe fall height
if (unprotectedFallHeight <= ctx.MaxFallHeight + 1)
{
result.Set(destX, newY + 1, destZ, tentativeCost);
return;
}
result.SetImpossible();
return;
}
result.SetImpossible();
}
}
}