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https://github.com/MCCTeam/Minecraft-Console-Client
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- Add MoveDiagonalAscend and MoveDiagonalDescend for "corner" moves: step diagonally around a wall edge while ascending/descending 1 block. Requires at least one intermediate cardinal direction to be passable. - Fix pitch calculation: look toward target's eye level (same height delta as feet delta) instead of subtracting eye height, which caused the player to stare at the ground during flat walks. - Add Yaw/Pitch smoothing via SmoothYaw/SmoothPitch in TemplateHelper. Max 35 deg/tick for yaw, 25 deg/tick for pitch. Prevents instant camera snaps between path segments while still being responsive enough for sprint-jumps and tight maneuvers. - Apply smoothing to all five action templates (Walk, Ascend, Descend, Climb, SprintJump). Made-with: Cursor
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Moves.Impl
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{
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/// <summary>
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/// Jump diagonally (1 block in X and Z) and land 1 block higher.
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/// Handles the "corner jump" pattern: jump around a wall edge and land
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/// one block higher on a platform that is diagonally adjacent.
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/// </summary>
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public sealed class MoveDiagonalAscend : IMove
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{
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public MoveType Type => MoveType.Ascend;
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public int XOffset { get; }
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public int ZOffset { get; }
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public bool DynamicY => false;
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public MoveDiagonalAscend(int xOffset, int zOffset)
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{
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XOffset = xOffset;
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ZOffset = zOffset;
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}
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public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
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{
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int destX = x + XOffset;
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int destZ = z + ZOffset;
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int destY = y + 1;
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// Need headroom to jump (y+2 at start)
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if (!ctx.CanWalkThrough(x, y + 2, z))
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{
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result.SetImpossible();
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return;
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}
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// Destination: solid ground, body passable, head passable
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if (!ctx.CanWalkOn(destX, y, destZ))
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{
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result.SetImpossible();
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return;
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}
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if (!ctx.CanWalkThrough(destX, destY, destZ) ||
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!ctx.CanWalkThrough(destX, destY + 1, destZ))
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{
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result.SetImpossible();
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return;
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}
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// At least one of the two intermediate cardinal directions must be passable
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// at both the current and destination height (player sweeps through).
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bool pathViaX = ctx.CanWalkThrough(x + XOffset, y, z) &&
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ctx.CanWalkThrough(x + XOffset, y + 1, z) &&
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ctx.CanWalkThrough(x + XOffset, y + 2, z);
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bool pathViaZ = ctx.CanWalkThrough(x, y, z + ZOffset) &&
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ctx.CanWalkThrough(x, y + 1, z + ZOffset) &&
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ctx.CanWalkThrough(x, y + 2, z + ZOffset);
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if (!pathViaX && !pathViaZ)
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{
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result.SetImpossible();
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return;
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}
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double cost = ctx.SprintCost * ActionCosts.DiagonalMultiplier + ctx.JumpPenalty;
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result.Set(destX, destY, destZ, cost);
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}
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}
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}
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