Skip to content

Conversation

AverWasTaken
Copy link
Contributor

showcase video -> https://www.youtube.com/watch?v=stUSnUsQpmU


jump-sprint: Automatically times jump-sprinting on flat segments to maximize speed while staying centered and stable.

looks ahead for turns, step-ups, drops, and low ceilings; switches to regular sprint or suppresses jumps when we prob shouldnt be doing cool shit.

diagonal and ascend cadence: supports flat diagonals without midair slowdown climbs one-block steps cleanly with speed-aware takeoff (wow so awesome)

midair momentum and headroom: keeps sprint in-air, avoids head-bonks, and can spam jump under low ceilings for extra speed. (speedrun type shit)

settings: allowJumpSprint, allowJumpSprintDiagonal, and allowHeadHits.

no need to jumpsprint if its only 3 blocks, just reg sprint so we can have better timing
"wrong y coord" stfu
@Murat65536
Copy link
Contributor

Murat65536 commented Aug 11, 2025

There are a few issues I have with this PR:

  • All PRs should be targetting the currently maintained version 1.19.4. They will then be ported over to later versions by others. Your PR targets 1.21.8, which just isn't really acceptable.
  • Is there any reason you didn't try to look at MovementParkour instead? Your current implementation seems unnecessarily complicated and just from looking at it, very prone to error since it's not something that extends Movement. This is by far the largest gripe I have with this code. This also means it has no impact on cost, which is just BAD.
  • This doesn't respect allowSprint.
  • In MovementAscend, you removed the code to stop when the movement isn't running anymore.
  • In MovementDiagonal, you added something that will set sprint to true if it meets a condition despite the line just above that setting sprint to true in all cases.
  • You completely removed the y-axis check for MovementTraverse.
  • The headhitters are done by holding jump instead of spamming it. To change this, you will need to edit the code a little but without this change, headhitters are basically useless.
  • There are cases where it can just fall (see video)
video.mp4

Your current implementation... could use some work. I see no way this can even be considered to be merged before the whole thing is revamped to work with MovementParkour. I mean, another option is to just wait for me to do it. I started trying basically the same thing based in MovementParkour here a few days ago. I haven't really devoted much time into it since I've mainly been focusing on #4838 but I should hopefully be able to start back on that branch soon.

@Murat65536
Copy link
Contributor

Murat65536 commented Aug 11, 2025

Here's my PR for the same idea: #4847.
What you're trying to do can be accomplished in a way that requires much less code, looks much cleaner, and doesn't fall. Keep in mind that it's still a draft PR and anything about it is subject to change at any time.

@leijurv
Copy link
Member

leijurv commented Aug 11, 2025

This looks pretty uncontrolled from the first few seconds of your video. Looks like it is hitting the side blocks (i.e. it would hit side blocks whatever they may be).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants