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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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