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https://github.com/MCCTeam/Minecraft-Console-Client
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pathing: stabilize 0-replan round-trip on ledge/descend runs
Fix a cluster of execution-layer issues that caused replans and void falls when traversing narrow ledges and multi-block descents between (251.5,141,210.5) and (252.5,138,220.5): - WalkTemplate / GroundedSegmentController: suppress the pre-rotation bias toward the next segment's exit heading on stable-footing Turn exits where the next segment is not a jump. The next template snaps yaw on its first tick anyway, and pre-rotating mid-stride on a 1-block walkway pushes sprint drift perpendicular to the path and walks the bot off the edge. Turn exits into a jump still get the bias so the takeoff direction stays aligned. - GroundedSegmentController.ShouldComplete: relax the headingReady gate for Turn exits with stable footing so the segment can complete once yaw is aligned with either the current or the next segment heading (within 25/15 deg). Without this the removed bias would leave the bot stuck at the end of a walkway waiting for a rotation that never happens. - DescendTemplate: restrict the airborne exit-heading bias so it only kicks in when the footprint is inside the landing block, or on single-step drops where the fall is too short for lateral drift to miss the landing column. On 2+ block drops the bot now keeps yaw pointed at the landing center for the whole fall. - DescendTemplate: add a multi-block overshoot guard on PrepareJump exits. Once airborne and past the landing end-plane on a 2+ Y drop, release forward/sprint and press back briefly so air drag pulls the bot back into the 1x1 landing column instead of sailing one block past it into the neighbouring void. Live round-trip between the two goal coordinates now completes with zero replans in three consecutive runs in each direction. Full unit test suite is unchanged from the pre-existing baseline (22 failing tests, all orthogonal to this change). Made-with: Cursor
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19 changed files with 1418 additions and 171 deletions
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@ -798,4 +798,92 @@ public sealed class GroundedTemplateConvergenceTests
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Assert.True(input.Back, $"decision={decision} input(F={input.Forward},B={input.Back},S={input.Sprint})");
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Assert.False(input.Forward, $"decision={decision} input(F={input.Forward},B={input.Back},S={input.Sprint})");
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}
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/// <summary>
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/// Bug 2.1 regression: an island diagonal Ascend (heading (-X,+Z,+Y)) is
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/// reached after a preceding cardinal Traverse has built up pure +Z ground
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/// momentum. Without the execution-layer brake the perpendicular momentum
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/// survives takeoff, collides with the +Z shoulder wall of the target
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/// block, and the bot lands outside the target footprint. The template
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/// must release Forward/Sprint (and engage Back when the perpendicular
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/// dominates) for a few ground ticks so friction can decay the misaligned
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/// component before the jump fires, and the final landing must be inside
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/// the target block.
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/// </summary>
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[Fact]
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public void AscendTemplate_IslandDiagonalFromCardinalMomentum_BrakesPerpBeforeJumpAndLandsInsideTarget()
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{
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// Build a small island layout at y=79 floor:
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// source block (0,79,0) stands on (0,78,0)
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// target block (-1,80,1) stands on (-1,79,1); approach is diagonal (-X,+Z)
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// the +Z shoulder relative to the target (-1,80,2) is solid at head
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// height so any over-travel along +Z bonks a wall (matches the live
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// case where perpendicular momentum pushed past the target)
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World world = FlatWorldTestBuilder.CreateStoneFloor(min: -4, max: 4);
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FlatWorldTestBuilder.ClearBox(world, -4, 79, -4, 4, 84, 4);
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FlatWorldTestBuilder.SetSolid(world, 0, 79, 0);
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FlatWorldTestBuilder.SetSolid(world, -1, 80, 1);
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FlatWorldTestBuilder.SetSolid(world, -1, 81, 2);
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FlatWorldTestBuilder.SetSolid(world, -1, 80, 2);
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var ascend = new PathSegment
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{
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Start = new Location(0.5, 80, 0.5),
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End = new Location(-0.5, 81, 1.5),
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MoveType = MoveType.Ascend,
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ExitTransition = PathTransitionType.FinalStop,
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PreserveSprint = true
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};
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var template = new AscendTemplate(ascend, null);
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// Seed pure +Z cardinal momentum at the source block center: this is
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// the perpendicular axis relative to the diagonal (-X,+Z) / sqrt(2)
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// heading; without the brake gate the bot would take off carrying it.
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var physics = new PlayerPhysics
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{
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Position = new Vec3d(0.5, 80, 0.5),
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DeltaMovement = new Vec3d(0.0, 0.0, 0.22),
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OnGround = true,
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Sprinting = true,
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MovementSpeed = 0.1f,
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Yaw = 0f,
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Pitch = 0f
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};
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var input = new MovementInput();
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TemplateState state = TemplateState.InProgress;
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Location finalPos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
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bool sawBrakeTick = false;
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var trace = new List<string>();
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for (int tick = 0; tick < 120; 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 (physics.OnGround && !input.Forward && !input.Jump)
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sawBrakeTick = true;
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if (tick < 24 || state != TemplateState.InProgress)
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{
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trace.Add(
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$"tick={tick} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
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$"onGround={physics.OnGround} input(F={input.Forward},B={input.Back},J={input.Jump},S={input.Sprint})");
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}
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if (state != TemplateState.InProgress)
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{
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finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
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break;
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}
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physics.ApplyInput(input);
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physics.Tick(world);
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finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
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}
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Assert.True(sawBrakeTick, "expected at least one ground tick where Forward was released to decay perpendicular momentum");
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Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
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Assert.True(
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TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, ascend.End),
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$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
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}
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}
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104
MinecraftClient.Tests/Pathing/Moves/MoveDescendTests.cs
Normal file
104
MinecraftClient.Tests/Pathing/Moves/MoveDescendTests.cs
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@ -0,0 +1,104 @@
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Pathing.Moves;
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using MinecraftClient.Pathing.Moves.Impl;
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using MinecraftClient.Tests.Pathing.Execution;
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using Xunit;
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namespace MinecraftClient.Tests.Pathing.Moves;
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public sealed class MoveDescendTests
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{
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private const int FloorY = 79;
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private static CalculationContext BuildContext(World world)
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=> new(world, allowParkour: true, allowParkourAscend: true);
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[Fact]
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public void Accepts1BlockStepDown()
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{
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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// Raise the source column by one so a +X step descends 1 block.
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FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
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var ctx = BuildContext(world);
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var move = new MoveDescend(1, 0);
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var result = default(MoveResult);
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// Source feet block is FloorY+2, destination feet block is FloorY+1.
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move.Calculate(ctx, 0, FloorY + 2, 0, ref result);
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Assert.False(result.IsImpossible);
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Assert.Equal(1, result.DestX);
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Assert.Equal(FloorY + 1, result.DestY);
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}
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/// <summary>
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/// Regression: when the landing column is itself solid at y-1 (e.g. a
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/// 2-block-thick platform top), MoveDescend must reject the move.
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/// Previously the simple 1-block branch only checked the y-2 floor and the
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/// y / y+1 body-clearance at the destination, so A* emitted a Descend that
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/// the bot could never execute (it just walked onto the solid y-1 block at
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/// the same feet level), producing an infinite replan loop in live play.
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/// </summary>
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[Fact]
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public void Rejects1BlockDescendIntoSolidLandingColumn()
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{
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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// Bot stands on source pillar (0, FloorY+1), feet at FloorY+2.
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FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
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// Destination column is ALSO solid at the feet-landing level (y-1 of source).
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// Concretely: (1, FloorY+1) is stone, (1, FloorY) is stone, and the flat
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// floor under that is still there too. There is no valid 1-block drop.
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 0);
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var ctx = BuildContext(world);
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var move = new MoveDescend(1, 0);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 2, 0, ref result);
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Assert.True(result.IsImpossible);
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}
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[Fact]
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public void Accepts2BlockDrop()
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{
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// Two-tier setup: source pillar at y=FloorY+2, destination floor at y=FloorY.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
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FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 2, 0);
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var ctx = BuildContext(world);
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var move = new MoveDescend(1, 0);
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var result = default(MoveResult);
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// Source feet block is FloorY+3, destination column drops to FloorY+1 floor.
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move.Calculate(ctx, 0, FloorY + 3, 0, ref result);
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Assert.False(result.IsImpossible);
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Assert.Equal(1, result.DestX);
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Assert.Equal(FloorY + 1, result.DestY);
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}
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[Fact]
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public void RejectsMultiBlockDropWhenFlightColumnIsBlocked()
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{
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// Source pillar at y=FloorY+2, but destination column has a solid
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// block at y-1 that blocks the fall path entirely. The bot cannot
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// enter the destination column at all.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
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FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 2, 0);
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// Blocker: (1, FloorY+2) is solid -- this is the y-1 of the source feet.
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 2, 0);
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var ctx = BuildContext(world);
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var move = new MoveDescend(1, 0);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 3, 0, ref result);
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Assert.True(result.IsImpossible);
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}
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}
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@ -0,0 +1,109 @@
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Pathing.Moves;
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using MinecraftClient.Pathing.Moves.Impl;
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using MinecraftClient.Tests.Pathing.Execution;
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using Xunit;
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namespace MinecraftClient.Tests.Pathing.Moves;
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/// <summary>
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/// Regression tests for the Baritone-parity cardinal-split gate in
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/// <see cref="JumpFeasibility"/>'s diagonal Ascend branch. When a cardinal
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/// fallback (cardinal Walk into the dx or dz shoulder + a cardinal Ascend
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/// from there) exists, the diagonal Ascend must be rejected: it has no
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/// physical way to redirect the preceding segment's axis-aligned ground
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/// momentum into the diagonal in 2 handoff ticks, so executing it
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/// overshoots the target and loops on replan.
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/// </summary>
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public sealed class MoveJumpDiagonalAscendTests
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{
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private const int FloorY = 79;
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private static CalculationContext BuildContext(World world)
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=> new(world, allowParkour: true, allowParkourAscend: true);
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[Fact]
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public void RejectsDiagonalAscendWhenCardinalSplitIsWalkable()
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{
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// Flat floor at FloorY, so the cardinal shoulders at (1, FloorY, 0)
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// and (0, FloorY, 1) both have solid ground. The ascend target is a
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// 1-block riser on the diagonal corner at (1, FloorY+1, 1). Either
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// "walk +X first, then cardinal Ascend +Z+Y" or "walk +Z first, then
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// cardinal Ascend +X+Y" produces a stable 2-step plan, so the direct
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// diagonal Ascend must be rejected.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 1);
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var ctx = BuildContext(world);
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var move = MoveJump.DiagonalAscend(1, 1);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.True(result.IsImpossible);
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}
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[Fact]
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public void AcceptsDiagonalAscendWhenBothCardinalShouldersLackFloor()
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{
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// Island configuration: the source pillar and the diagonal ascend
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// riser are the only walk-on surfaces near the bot. The cardinal
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// shoulders are open air, so no cardinal Walk + cardinal Ascend
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// split exists and the diagonal Ascend is the genuine only option.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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world.SetBlock(new Location(1, FloorY, 0), Block.Air);
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world.SetBlock(new Location(0, FloorY, 1), Block.Air);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 1);
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var ctx = BuildContext(world);
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var move = MoveJump.DiagonalAscend(1, 1);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.False(result.IsImpossible);
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Assert.Equal(1, result.DestX);
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Assert.Equal(FloorY + 2, result.DestY);
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Assert.Equal(1, result.DestZ);
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}
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[Fact]
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public void RejectsDiagonalAscendWhenOnlyOneCardinalShoulderHasFloor()
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{
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// Only the +X shoulder has floor support; the +Z shoulder is open
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// air. Even a single viable cardinal split is enough for Baritone's
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// gate to forbid the diagonal Ascend, because A* can simply take
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// "walk +X then cardinal Ascend +Z+Y" instead.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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world.SetBlock(new Location(0, FloorY, 1), Block.Air);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 1);
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var ctx = BuildContext(world);
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var move = MoveJump.DiagonalAscend(1, 1);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.True(result.IsImpossible);
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}
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[Fact]
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public void CardinalAscendStillAcceptedOnFlatFloor()
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{
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// Sanity: the gate must not touch cardinal Ascend. A plain +X Ascend
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// onto a 1-block riser on flat floor should still plan as before.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 0);
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var ctx = BuildContext(world);
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var move = MoveJump.Ascend(1, 0);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.False(result.IsImpossible);
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Assert.Equal(1, result.DestX);
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Assert.Equal(FloorY + 2, result.DestY);
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}
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}
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