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
263 lines
9.9 KiB
C#
263 lines
9.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using MinecraftClient.Pathing.Goals;
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using MinecraftClient.Pathing.Moves;
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using MinecraftClient.Pathing.Moves.Impl;
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namespace MinecraftClient.Pathing.Core
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{
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public sealed class AStarPathFinder
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{
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private readonly IMove[] _allMoves;
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private readonly int _maxChunkBorderFetch;
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public Action<string>? DebugLog { get; set; }
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public AStarPathFinder(IMove[]? moves = null, int maxChunkBorderFetch = 64)
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{
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_allMoves = moves ?? BuildDefaultMoves();
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_maxChunkBorderFetch = maxChunkBorderFetch;
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}
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public static IMove[] BuildDefaultMoves()
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{
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var moves = new List<IMove>();
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int[] offsets = [1, -1];
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foreach (int dx in offsets)
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{
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moves.Add(new MoveTraverse(dx, 0));
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moves.Add(new MoveAscend(dx, 0));
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moves.Add(new MoveDescend(dx, 0));
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}
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foreach (int dz in offsets)
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{
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moves.Add(new MoveTraverse(0, dz));
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moves.Add(new MoveAscend(0, dz));
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moves.Add(new MoveDescend(0, dz));
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}
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moves.Add(new MoveDiagonal(1, 1));
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moves.Add(new MoveDiagonal(1, -1));
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moves.Add(new MoveDiagonal(-1, 1));
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moves.Add(new MoveDiagonal(-1, -1));
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// Diagonal ascend/descend: corner jumps and drops
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foreach (int dx in offsets)
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{
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foreach (int dz in offsets)
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{
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moves.Add(new MoveDiagonalAscend(dx, dz));
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moves.Add(new MoveDiagonalDescend(dx, dz));
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}
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}
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moves.Add(new MoveClimb(true));
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moves.Add(new MoveClimb(false));
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moves.Add(new MoveFall());
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// Sprint descend: sprint off ledge, 2 blocks horizontal + 1-3 drop
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foreach (int dx in offsets)
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{
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moves.Add(new MoveSprintDescend(dx * 2, 0));
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moves.Add(new MoveSprintDescend(dx, dx));
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moves.Add(new MoveSprintDescend(dx, -dx));
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}
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foreach (int dz in offsets)
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moves.Add(new MoveSprintDescend(0, dz * 2));
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// Cardinal parkour: 2-4 block sprint jumps along +-X and +-Z
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foreach (int dx in offsets)
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{
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for (int dist = 2; dist <= 4; dist++)
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moves.Add(new MoveParkour(dx * dist, 0));
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// Ascending: +1Y, dist 2-3 (dist 4 ascend not physically reliable)
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for (int dist = 2; dist <= 3; dist++)
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moves.Add(new MoveParkour(dx * dist, 0, yDelta: 1));
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// Descending parkour: sprint-jump, land 1-2 blocks lower
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for (int dist = 2; dist <= 4; dist++)
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{
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moves.Add(new MoveParkour(dx * dist, 0, yDelta: -1));
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if (dist <= 3)
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moves.Add(new MoveParkour(dx * dist, 0, yDelta: -2));
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}
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}
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foreach (int dz in offsets)
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{
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for (int dist = 2; dist <= 4; dist++)
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moves.Add(new MoveParkour(0, dz * dist));
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for (int dist = 2; dist <= 3; dist++)
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moves.Add(new MoveParkour(0, dz * dist, yDelta: 1));
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for (int dist = 2; dist <= 4; dist++)
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{
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moves.Add(new MoveParkour(0, dz * dist, yDelta: -1));
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if (dist <= 3)
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moves.Add(new MoveParkour(0, dz * dist, yDelta: -2));
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}
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}
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// Diagonal parkour: sprint jumps at angles.
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// Only include combinations with actual distance <= ~3.2 blocks (conservative)
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foreach (int dx in offsets)
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{
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foreach (int dz in offsets)
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{
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// (2,1)/(1,2): sqrt(5) ~ 2.24 blocks
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moves.Add(new MoveParkour(dx * 2, dz * 1));
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moves.Add(new MoveParkour(dx * 1, dz * 2));
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// (2,2): sqrt(8) ~ 2.83 blocks
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moves.Add(new MoveParkour(dx * 2, dz * 2));
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// (3,1)/(1,3): sqrt(10) ~ 3.16 blocks
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moves.Add(new MoveParkour(dx * 3, dz * 1));
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moves.Add(new MoveParkour(dx * 1, dz * 3));
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// Diagonal descending parkour
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moves.Add(new MoveParkour(dx * 2, dz * 1, yDelta: -1));
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moves.Add(new MoveParkour(dx * 1, dz * 2, yDelta: -1));
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moves.Add(new MoveParkour(dx * 2, dz * 2, yDelta: -1));
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}
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}
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return [.. moves];
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}
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public PathResult Calculate(
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CalculationContext ctx,
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int startX, int startY, int startZ,
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IGoal goal,
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CancellationToken ct,
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long timeoutMs = 5000)
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{
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var sw = Stopwatch.StartNew();
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var openSet = new BinaryHeapOpenSet(4096);
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var nodeMap = new Dictionary<long, PathNode>(4096);
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var startNode = new PathNode(startX, startY, startZ)
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{
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GCost = 0,
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HCost = goal.Heuristic(startX, startY, startZ),
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IsOpen = true
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};
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openSet.Insert(startNode);
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nodeMap[startNode.PackedPosition] = startNode;
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int nodesExplored = 0;
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int unloadedChunkHits = 0;
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PathNode? bestPartialNode = startNode;
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double bestPartialScore = startNode.HCost + startNode.GCost * 0.5;
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MoveResult moveResult = default;
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DebugLog?.Invoke($"[A*] Start ({startX},{startY},{startZ}), goal={goal}");
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while (openSet.Count > 0)
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{
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if (ct.IsCancellationRequested)
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{
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DebugLog?.Invoke($"[A*] Cancelled after {nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
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break;
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}
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if (sw.ElapsedMilliseconds > timeoutMs)
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{
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DebugLog?.Invoke($"[A*] Timeout ({timeoutMs}ms) after {nodesExplored} nodes");
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break;
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}
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var current = openSet.RemoveMin();
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current.IsClosed = true;
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nodesExplored++;
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if (goal.IsInGoal(current.X, current.Y, current.Z))
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{
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DebugLog?.Invoke($"[A*] Goal reached! {nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
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var path = ReconstructPath(current);
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return new PathResult(PathStatus.Success, path, nodesExplored, sw.ElapsedMilliseconds);
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}
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foreach (var move in _allMoves)
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{
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moveResult.Cost = 0;
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move.Calculate(ctx, current.X, current.Y, current.Z, ref moveResult);
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if (moveResult.IsImpossible)
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continue;
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int nx = moveResult.DestX;
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int ny = moveResult.DestY;
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int nz = moveResult.DestZ;
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if (!ctx.IsChunkLoaded(nx, nz))
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{
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unloadedChunkHits++;
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if (unloadedChunkHits > _maxChunkBorderFetch)
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continue;
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}
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double tentativeG = current.GCost + moveResult.Cost;
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long packed = PathNode.Pack(nx, ny, nz);
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if (nodeMap.TryGetValue(packed, out var neighbor))
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{
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if (neighbor.IsClosed)
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continue;
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if (tentativeG >= neighbor.GCost)
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continue;
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neighbor.GCost = tentativeG;
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neighbor.Parent = current;
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neighbor.MoveUsed = move.Type;
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if (neighbor.IsOpen)
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openSet.Update(neighbor);
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}
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else
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{
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neighbor = new PathNode(nx, ny, nz)
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{
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GCost = tentativeG,
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HCost = goal.Heuristic(nx, ny, nz),
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Parent = current,
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MoveUsed = move.Type,
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IsOpen = true
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};
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nodeMap[packed] = neighbor;
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openSet.Insert(neighbor);
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}
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double partialScore = neighbor.HCost + neighbor.GCost * 0.5;
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if (partialScore < bestPartialScore)
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{
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bestPartialScore = partialScore;
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bestPartialNode = neighbor;
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}
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}
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}
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if (bestPartialNode is not null && bestPartialNode != startNode)
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{
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DebugLog?.Invoke($"[A*] Partial path to ({bestPartialNode.X},{bestPartialNode.Y},{bestPartialNode.Z}), " +
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$"{nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
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var path = ReconstructPath(bestPartialNode);
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return new PathResult(PathStatus.Partial, path, nodesExplored, sw.ElapsedMilliseconds);
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}
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DebugLog?.Invoke($"[A*] Failed, {nodesExplored} nodes, {sw.ElapsedMilliseconds}ms");
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return PathResult.Fail(nodesExplored, sw.ElapsedMilliseconds);
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}
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private static List<PathNode> ReconstructPath(PathNode end)
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{
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var path = new List<PathNode>();
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var current = end;
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while (current is not null)
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{
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path.Add(current);
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current = current.Parent;
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}
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path.Reverse();
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return path;
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}
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}
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}
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