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fix: correct collision axis ordering and step-up threshold to match vanilla
Two bugs in CollisionDetector caused persistent Y-axis bouncing (0.6 block oscillation) while walking on flat ground: 1. GetAxisStepOrder used a complex 6-branch sorting that often placed horizontal axes before Y. Vanilla's Direction.Axis.axisStepOrder always resolves Y first, then the larger horizontal axis. Replaced with the simple two-case vanilla logic. 2. The horizontal-blocked checks (blockedX/blockedZ) used exact != which triggered on floating-point noise (~1e-15) from sin/cos in movement input. Vanilla uses Mth.equal (1e-5 threshold). This false positive caused step-up to fire every few ticks on flat terrain. Also includes DescendTemplate robustness fixes from the previous session (fail on unintended climbing, suppress forward input on climbable blocks). Made-with: Cursor
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2 changed files with 15 additions and 25 deletions
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@ -40,6 +40,10 @@ namespace MinecraftClient.Pathing.Execution.Templates
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if (horizDistSq < 0.25 && Math.Abs(dy) < 0.5 && physics.OnGround)
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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 > 120)
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return TemplateState.Failed;
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@ -47,6 +51,9 @@ namespace MinecraftClient.Pathing.Execution.Templates
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{
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physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
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input.Forward = true;
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// Don't push into climbable blocks during descent
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if (physics.OnClimbable)
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input.Forward = false;
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}
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return TemplateState.InProgress;
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