mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
158 lines
6.6 KiB
C#
158 lines
6.6 KiB
C#
using System;
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Execution;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution.Templates
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{
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/// <summary>
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/// Walk off a ledge and drop 1-N blocks to a landing spot.
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/// Walks toward the destination; gravity handles the fall.
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/// Sprints when the horizontal distance is large (> 1.5 blocks).
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/// Supports solid landings, water landings, and mid-fall vine/ladder grabs.
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/// </summary>
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public sealed class DescendTemplate : IActionTemplate
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{
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private const float PreDropYawToleranceDeg = 12f;
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public Location ExpectedStart { get; }
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public Location ExpectedEnd { get; }
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private readonly PathSegment _segment;
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private readonly PathSegment? _nextSegment;
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private int _tickCount;
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private bool _hasFallen;
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private readonly bool _needsSprint;
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public DescendTemplate(PathSegment segment, PathSegment? nextSegment)
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{
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_segment = segment;
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_nextSegment = nextSegment;
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ExpectedStart = segment.Start;
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ExpectedEnd = segment.End;
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double hdx = segment.End.X - segment.Start.X;
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double hdz = segment.End.Z - segment.Start.Z;
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_needsSprint = (hdx * hdx + hdz * hdz) > 2.25;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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_tickCount++;
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double dx = ExpectedEnd.X - pos.X;
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double dz = ExpectedEnd.Z - pos.Z;
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double dy = ExpectedEnd.Y - pos.Y;
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double horizDistSq = dx * dx + dz * dz;
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if (!physics.OnGround)
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_hasFallen = true;
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// Completion: landed in water near destination
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if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0)
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return TemplateState.Complete;
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// Fail if climbing up instead of descending
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if (pos.Y > ExpectedStart.Y + 2.0)
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return TemplateState.Failed;
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if (_tickCount > 200)
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return TemplateState.Failed;
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float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
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float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
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physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
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if (physics.OnGround && Math.Abs(dy) < (_hasFallen ? 1.0 : 0.6))
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{
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
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if (horizDistSq > 0.01 && !decision.HoldBack)
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{
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bool onOrPastTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
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|| TemplateHelper.HasReachedSegmentEndPlane(pos, _segment);
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float groundedYaw = onOrPastTarget
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? TemplateHelper.GetExitHeadingYaw(_segment)
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: TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment)
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? TemplateHelper.GetExitHeadingYaw(_segment)
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: targetYaw;
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, groundedYaw);
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}
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldBack)
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TemplateHelper.FaceSegmentHeading(physics, _segment);
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if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
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return TemplateState.Complete;
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}
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else if (physics.OnClimbable)
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{
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if (horizDistSq > 0.25)
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{
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
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input.Forward = true;
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}
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}
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else if (horizDistSq > 0.01)
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{
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bool onOrPastTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
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|| TemplateHelper.HasReachedSegmentEndPlane(pos, _segment);
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bool biasTowardExitInAir = onOrPastTarget
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|| (_hasFallen && TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment, distanceThreshold: 1.5));
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float airborneYaw = biasTowardExitInAir
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? TemplateHelper.GetExitHeadingYaw(_segment)
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: targetYaw;
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, airborneYaw);
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if (_hasFallen || YawDifference(physics.Yaw, airborneYaw) <= PreDropYawToleranceDeg)
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{
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if (!_hasFallen && !_needsSprint && ShouldCoastOffLedge(pos))
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{
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// For short descends into a stop or turn, release forward near the lip
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// so the landing stays on the intended support instead of overshooting it.
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}
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else if (!_hasFallen && !_needsSprint)
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{
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GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world);
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}
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else
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{
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
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if (_segment.ExitHints.AllowAirBrake)
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{
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldForward && _needsSprint)
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input.Sprint = true;
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}
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else
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{
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input.Forward = true;
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if (_needsSprint)
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input.Sprint = true;
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}
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}
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}
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}
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return TemplateState.InProgress;
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}
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private bool ShouldCoastOffLedge(Location pos)
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{
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if (_segment.ExitTransition == PathTransitionType.ContinueStraight)
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return false;
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double remaining = (_segment.End.X - pos.X) * _segment.HeadingX
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+ (_segment.End.Z - pos.Z) * _segment.HeadingZ;
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return remaining <= 0.55
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&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, _segment.End);
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}
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private static float YawDifference(float current, float target)
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{
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float delta = target - current;
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while (delta > 180f) delta -= 360f;
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while (delta < -180f) delta += 360f;
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return Math.Abs(delta);
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}
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}
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}
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