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https://github.com/MCCTeam/Minecraft-Console-Client
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Move PathSegmentManager's Replan to Task.Run so the main tick only reads results and swaps executors, and introduce a _nextExecutor pre-planning slot so upcoming segments can prepare while the current one finishes. Relax per-tick yaw/pitch rate limiting: allow instantaneous snapping before jump ticks (Baritone does this and servers do not kick for it). Align jump-template success/failure contracts with Baritone: - Success key shifts from "speed squared" to "feet-on-target block". - Failure window widened to the ~200 tick range. - AscendTemplate gets a headBonkClear + edge/side proximity precondition so launches only happen from a safe takeoff. Expose an initialMomentumTicks option on TemplateSimulationRunner so follow-up sidewall scenarios can warm up physics before a template starts. Made-with: Cursor
75 lines
2.2 KiB
C#
75 lines
2.2 KiB
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Execution;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Tests.Pathing.Execution;
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internal static class TemplateSimulationRunner
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{
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internal static PlayerPhysics CreateGroundedPhysics(Location start, float yaw, int initialMomentumTicks = 0)
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{
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var physics = new PlayerPhysics
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{
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Position = new Vec3d(start.X, start.Y, start.Z),
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DeltaMovement = Vec3d.Zero,
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OnGround = true,
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MovementSpeed = 0.1f,
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Yaw = yaw,
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Pitch = 0f
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};
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if (initialMomentumTicks > 0)
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ApplyInitialGroundMomentum(physics, initialMomentumTicks);
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return physics;
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}
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internal static TemplateState Run(IActionTemplate template, PlayerPhysics physics, World world, int maxTicks, out Location finalPos)
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{
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var input = new MovementInput();
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TemplateState state = TemplateState.InProgress;
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for (int tick = 0; tick < maxTicks; tick++)
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{
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input.Reset();
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Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
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state = template.Tick(pos, physics, input, world);
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if (state != TemplateState.InProgress)
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break;
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physics.ApplyInput(input);
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physics.Tick(world);
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}
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finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
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return state;
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}
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private static void ApplyInitialGroundMomentum(PlayerPhysics physics, int ticks)
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{
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World world = FlatWorldTestBuilder.CreateStoneFloor();
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var seeded = new PlayerPhysics
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{
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Position = new Vec3d(0.5, 80, 0.5),
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DeltaMovement = Vec3d.Zero,
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OnGround = true,
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MovementSpeed = physics.MovementSpeed,
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Yaw = physics.Yaw,
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Pitch = physics.Pitch
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};
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var input = new MovementInput
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{
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Forward = true,
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Sprint = true
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};
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for (int tick = 0; tick < ticks; tick++)
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{
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seeded.ApplyInput(input);
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seeded.Tick(world);
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}
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physics.DeltaMovement = seeded.DeltaMovement;
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physics.Sprinting = true;
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}
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}
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