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3 block jumps and other parkour

This commit is contained in:
mat 2023-10-07 17:29:07 -05:00
parent 78856fbefe
commit 44fda05893
2 changed files with 125 additions and 21 deletions

View file

@ -883,4 +883,27 @@ mod tests {
BlockPos::new(0, 68, 3) BlockPos::new(0, 68, 3)
); );
} }
#[test]
fn test_2_gap_ascend_thrice() {
let mut partial_chunks = PartialChunkStorage::default();
let mut simulation = setup_simulation(
&mut partial_chunks,
BlockPos::new(0, 71, 0),
BlockPos::new(3, 74, 0),
vec![
BlockPos::new(0, 70, 0),
BlockPos::new(0, 71, 3),
BlockPos::new(3, 72, 3),
BlockPos::new(3, 73, 0),
],
);
for _ in 0..60 {
simulation.tick();
}
assert_eq!(
BlockPos::from(simulation.position()),
BlockPos::new(3, 74, 0)
);
}
} }

View file

@ -8,6 +8,7 @@ use super::{default_is_reached, Edge, ExecuteCtx, IsReachedCtx, MoveData, Pathfi
pub fn parkour_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, node: BlockPos) { pub fn parkour_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, node: BlockPos) {
parkour_forward_1_move(edges, ctx, node); parkour_forward_1_move(edges, ctx, node);
parkour_forward_2_move(edges, ctx, node); parkour_forward_2_move(edges, ctx, node);
parkour_forward_3_move(edges, ctx, node);
} }
fn parkour_forward_1_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) { fn parkour_forward_1_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) {
@ -38,10 +39,14 @@ fn parkour_forward_1_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: Block
continue; continue;
} }
// make sure it's not a headhitter // make sure there's not a block above us
if !ctx.is_block_passable(pos.up(2)) { if !ctx.is_block_passable(pos.up(2)) {
continue; continue;
} }
// make sure there's not a block above the target
if !ctx.is_block_passable((pos + offset).up(2)) {
continue;
}
let cost = JUMP_PENALTY + WALK_ONE_BLOCK_COST * 2.; let cost = JUMP_PENALTY + WALK_ONE_BLOCK_COST * 2.;
@ -59,7 +64,7 @@ fn parkour_forward_1_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: Block
} }
fn parkour_forward_2_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) { fn parkour_forward_2_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) {
for dir in CardinalDirection::iter() { 'dir: for dir in CardinalDirection::iter() {
let gap_1_offset = BlockPos::new(dir.x(), 0, dir.z()); let gap_1_offset = BlockPos::new(dir.x(), 0, dir.z());
let gap_2_offset = BlockPos::new(dir.x() * 2, 0, dir.z() * 2); let gap_2_offset = BlockPos::new(dir.x() * 2, 0, dir.z() * 2);
let offset = BlockPos::new(dir.x() * 3, 0, dir.z() * 3); let offset = BlockPos::new(dir.x() * 3, 0, dir.z() * 3);
@ -71,31 +76,93 @@ fn parkour_forward_2_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: Block
continue; continue;
} }
if !ctx.is_standable(pos + offset) { let ascend: i32 = if ctx.is_standable(pos + offset.up(1)) {
1
} else if ctx.is_standable(pos + offset) {
0
} else {
continue; continue;
};
// make sure we have space to jump
for offset in [gap_1_offset, gap_2_offset] {
if !ctx.is_passable(pos + offset) {
continue 'dir;
}
if !ctx.is_block_passable((pos + offset).up(2)) {
continue 'dir;
}
} }
if !ctx.is_passable(pos + gap_1_offset) { // make sure there's not a block above us
continue;
}
if !ctx.is_block_passable((pos + gap_1_offset).up(2)) {
continue;
}
if !ctx.is_passable(pos + gap_2_offset) {
continue;
}
if !ctx.is_block_passable((pos + gap_2_offset).up(2)) {
continue;
}
// make sure it's not a headhitter
if !ctx.is_block_passable(pos.up(2)) { if !ctx.is_block_passable(pos.up(2)) {
continue; continue;
} }
// make sure there's not a block above the target
if !ctx.is_block_passable((pos + offset).up(2)) {
continue;
}
let cost = JUMP_PENALTY + WALK_ONE_BLOCK_COST * 3.; let cost = JUMP_PENALTY + WALK_ONE_BLOCK_COST * 3.;
edges.push(Edge { edges.push(Edge {
movement: astar::Movement { movement: astar::Movement {
target: pos + offset, target: pos + offset.up(ascend),
data: MoveData {
execute: &execute_parkour_move,
is_reached: &default_is_reached,
},
},
cost,
})
}
}
fn parkour_forward_3_move(edges: &mut Vec<Edge>, ctx: &PathfinderCtx, pos: BlockPos) {
'dir: for dir in CardinalDirection::iter() {
let gap_1_offset = BlockPos::new(dir.x(), 0, dir.z());
let gap_2_offset = BlockPos::new(dir.x() * 2, 0, dir.z() * 2);
let gap_3_offset = BlockPos::new(dir.x() * 3, 0, dir.z() * 3);
let offset = BlockPos::new(dir.x() * 4, 0, dir.z() * 4);
// make sure we actually have to jump
if ctx.is_block_solid((pos + gap_1_offset).down(1))
|| ctx.is_block_solid((pos + gap_2_offset).down(1))
|| ctx.is_block_solid((pos + gap_3_offset).down(1))
{
continue;
}
let ascend: i32 = if ctx.is_standable(pos + offset.up(1)) {
1
} else if ctx.is_standable(pos + offset) {
0
} else {
continue;
};
// make sure we have space to jump
for offset in [gap_1_offset, gap_2_offset, gap_3_offset] {
if !ctx.is_passable(pos + offset) {
continue 'dir;
}
if !ctx.is_block_passable((pos + offset).up(2)) {
continue 'dir;
}
}
// make sure there's not a block above us
if !ctx.is_block_passable(pos.up(2)) {
continue;
}
// make sure there's not a block above the target
if !ctx.is_block_passable((pos + offset).up(2)) {
continue;
}
let cost = JUMP_PENALTY + WALK_ONE_BLOCK_COST * 3.;
edges.push(Edge {
movement: astar::Movement {
target: pos + offset.up(ascend),
data: MoveData { data: MoveData {
execute: &execute_parkour_move, execute: &execute_parkour_move,
is_reached: &default_is_reached, is_reached: &default_is_reached,
@ -116,12 +183,13 @@ fn execute_parkour_move(mut ctx: ExecuteCtx) {
let start_center = start.center(); let start_center = start.center();
let target_center = target.center(); let target_center = target.center();
ctx.look_at(target_center);
let jump_distance = i32::max((target - start).x.abs(), (target - start).z.abs()); let jump_distance = i32::max((target - start).x.abs(), (target - start).z.abs());
if jump_distance >= 4 { let ascend: i32 = target.y - start.y;
// 3 block gap
if jump_distance >= 4 || (ascend > 0 && jump_distance >= 3) {
// 3 block gap OR 2 block gap with ascend
ctx.sprint(SprintDirection::Forward); ctx.sprint(SprintDirection::Forward);
} else { } else {
ctx.walk(WalkDirection::Forward); ctx.walk(WalkDirection::Forward);
@ -137,7 +205,7 @@ fn execute_parkour_move(mut ctx: ExecuteCtx) {
let required_distance_from_center = if jump_distance <= 2 { let required_distance_from_center = if jump_distance <= 2 {
// 1 block gap // 1 block gap
0. 0.0
} else { } else {
0.6 0.6
}; };
@ -146,6 +214,17 @@ fn execute_parkour_move(mut ctx: ExecuteCtx) {
(position.z - start_center.z).abs(), (position.z - start_center.z).abs(),
); );
if !is_at_start_block
&& !is_at_jump_block
&& position.y == start.y as f64
&& distance_from_start < 0.8
{
// we have to be on the start block to jump
ctx.look_at(start_center);
} else {
ctx.look_at(target_center);
}
if !is_at_start_block && is_at_jump_block && distance_from_start > required_distance_from_center if !is_at_start_block && is_at_jump_block && distance_from_start > required_distance_from_center
{ {
ctx.jump(); ctx.jump();
@ -158,6 +237,8 @@ pub fn parkour_is_reached(
position, target, .. position, target, ..
}: IsReachedCtx, }: IsReachedCtx,
) -> bool { ) -> bool {
let target_center = target.center();
// 0.094 and not 0 for lilypads // 0.094 and not 0 for lilypads
BlockPos::from(position) == target && (position.y - target.y as f64) < 0.094 BlockPos::from(position) == target && (position.y - target.y as f64) < 0.094
} }