Minecraft-Console-Client/MinecraftClient/Pathing/Core/CalculationContext.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

73 lines
2.6 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Moves;
namespace MinecraftClient.Pathing.Core
{
/// <summary>
/// Thread-safe snapshot of world state and player capabilities for path planning.
/// Created once at the start of a search; all move calculations read from this.
/// </summary>
public sealed class CalculationContext
{
public World World { get; }
public bool CanSprint { get; }
public bool AllowParkour { get; }
public bool AllowParkourAscend { get; }
public bool AllowDiagonalDescend { get; }
public int MaxFallHeight { get; }
public int MaxFallHeightWater { get; }
public bool AllowLadderGrabDuringFall { get; }
public double JumpPenalty { get; }
public double WalkCost { get; }
public double SprintCost { get; }
public double SneakCost { get; }
public CalculationContext(
World world,
bool canSprint = true,
bool allowParkour = false,
bool allowParkourAscend = false,
bool allowDiagonalDescend = true,
int maxFallHeight = 3,
int maxFallHeightWater = 256,
bool allowLadderGrabDuringFall = true,
double jumpPenalty = ActionCosts.JumpPenalty)
{
World = world;
CanSprint = canSprint;
AllowParkour = allowParkour;
AllowParkourAscend = allowParkourAscend;
AllowDiagonalDescend = allowDiagonalDescend;
MaxFallHeight = maxFallHeight;
MaxFallHeightWater = maxFallHeightWater;
AllowLadderGrabDuringFall = allowLadderGrabDuringFall;
JumpPenalty = jumpPenalty;
WalkCost = ActionCosts.WalkOneBlock;
SprintCost = CanSprint ? ActionCosts.SprintOneBlock : ActionCosts.WalkOneBlock;
SneakCost = ActionCosts.SneakOneBlock;
}
public Block GetBlock(int x, int y, int z)
=> World.GetBlock(new Location(x, y, z));
public Material GetMaterial(int x, int y, int z)
=> GetBlock(x, y, z).Type;
public bool CanWalkThrough(int x, int y, int z)
=> MoveHelper.CanWalkThrough(this, x, y, z);
public bool CanWalkOn(int x, int y, int z)
=> MoveHelper.CanWalkOn(this, x, y, z);
public bool IsFullyPassable(int x, int y, int z)
=> MoveHelper.IsFullyPassable(this, x, y, z);
public bool IsChunkLoaded(int x, int z)
{
int cx = x >> 4;
int cz = z >> 4;
var col = World[cx, cz];
return col is not null && col.FullyLoaded;
}
}
}