Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/AscendTemplate.cs

68 lines
2.4 KiB
C#

using System;
using MinecraftClient.Mapping;
using MinecraftClient.Physics;
namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// Jump up 1 block while moving 1 block in a cardinal direction.
/// Faces destination, sprints forward, and jumps when on ground.
/// </summary>
public sealed class AscendTemplate : IActionTemplate
{
public Location ExpectedStart { get; }
public Location ExpectedEnd { get; }
private readonly PathSegment _segment;
private readonly PathSegment? _nextSegment;
private int _tickCount;
private Location _lastPos;
private int _stuckTicks;
public AscendTemplate(PathSegment segment, PathSegment? nextSegment)
{
_segment = segment;
_nextSegment = nextSegment;
ExpectedStart = segment.Start;
ExpectedEnd = segment.End;
_lastPos = segment.Start;
}
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
{
_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;
float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
input.Forward = true;
input.Sprint = true;
if (physics.OnGround && dy > 0.1)
input.Jump = true;
if (physics.OnGround && Math.Abs(dy) < 0.2)
{
GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world);
if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
return TemplateState.Complete;
}
double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos);
double movedY = Math.Abs(pos.Y - _lastPos.Y);
_stuckTicks = (movedSq < 0.0005 && movedY < 0.001) ? _stuckTicks + 1 : 0;
_lastPos = pos;
if (_stuckTicks > 40 || _tickCount > 80)
return TemplateState.Failed;
return TemplateState.InProgress;
}
}
}