feat: extract reusable pathing theory generator

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BruceChen 2026-04-14 11:02:26 +00:00
parent 07c948a8b8
commit 7fbb32d8b9
7 changed files with 389 additions and 260 deletions

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"""Reusable theory generation helpers for pathing analysis tools."""

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from dataclasses import dataclass
@dataclass(frozen=True)
class TheoryCase:
case_id: str
family: str
subfamily: str
movement_mode: str
momentum_ticks: int
gap_blocks: int | None
delta_y: float | None
ceiling_height: float | None
wall_width: int | None
expected_reachable: bool
landing_x: float | None
apex_y: float | None
margin: float | None
notes: str = ""

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from dataclasses import dataclass
from typing import Optional
PLAYER_WIDTH = 0.6
PLAYER_HEIGHT = 1.8
STEP_HEIGHT = 0.6
GRAVITY = 0.08
DRAG_Y = 0.98
FRICTION_MULTIPLIER = 0.91
DEFAULT_BLOCK_FRICTION = 0.6
INPUT_FRICTION = 0.98
GROUND_ACCEL_FACTOR = 0.21600002
AIR_ACCEL = 0.02
MOVEMENT_SPEED = 0.1
BASE_JUMP_POWER = 0.42
SPRINT_JUMP_HORIZONTAL_BOOST = 0.2
HORIZONTAL_VELOCITY_THRESHOLD_SQR = 9.0e-6
VERTICAL_VELOCITY_THRESHOLD = 0.003
HALF_WIDTH = PLAYER_WIDTH / 2.0
@dataclass
class TickState:
tick: int = 0
x: float = 0.0
y: float = 0.0
vx: float = 0.0
vy: float = 0.0
on_ground: bool = True
def get_ground_speed(block_friction: float = DEFAULT_BLOCK_FRICTION) -> float:
friction = block_friction * FRICTION_MULTIPLIER
return MOVEMENT_SPEED * (GROUND_ACCEL_FACTOR / (friction * friction * friction))
def simulate_jump(
sprint: bool = True,
momentum_ticks: int = 12,
ceiling_y: Optional[float] = None,
landing_y: float = 0.0,
landing_x_start: float = 0.0,
max_ticks: int = 200,
) -> list[TickState]:
x, y, vx, vy = 0.0, 0.0, 0.0, 0.0
on_ground = True
trajectory: list[TickState] = []
jumped = False
ground_friction = DEFAULT_BLOCK_FRICTION * FRICTION_MULTIPLIER
trajectory.append(TickState(0, x, y, vx, vy, on_ground))
for tick in range(1, max_ticks + 1):
if vx * vx < HORIZONTAL_VELOCITY_THRESHOLD_SQR:
vx = 0.0
if abs(vy) < VERTICAL_VELOCITY_THRESHOLD:
vy = 0.0
do_jump = False
if not jumped and tick > momentum_ticks and on_ground:
do_jump = True
jumped = True
if do_jump:
vy = max(BASE_JUMP_POWER, vy)
if sprint:
vx += SPRINT_JUMP_HORIZONTAL_BOOST
forward_input = 1.0 * INPUT_FRICTION
speed = get_ground_speed() if on_ground else AIR_ACCEL
vx += forward_input * speed
new_x = x + vx
new_y = y + vy
new_on_ground = False
if ceiling_y is not None:
head_y = new_y + PLAYER_HEIGHT
if head_y > ceiling_y:
new_y = ceiling_y - PLAYER_HEIGHT
if vy > 0:
vy = 0.0
floor_y = 0.0 if new_x < landing_x_start else landing_y
if jumped:
if new_x >= landing_x_start:
if landing_y >= 0:
if vy <= 0 and y >= landing_y and new_y <= landing_y:
new_y = landing_y
vy = 0.0
new_on_ground = True
elif vy <= 0 and new_y <= landing_y:
new_y = landing_y
vy = 0.0
new_on_ground = True
else:
if new_y <= landing_y:
new_y = landing_y
if vy < 0:
vy = 0.0
new_on_ground = True
if not new_on_ground and new_x < landing_x_start and new_y <= floor_y:
new_y = floor_y
if vy < 0:
vy = 0.0
new_on_ground = True
elif new_y <= 0.0:
new_y = 0.0
if vy < 0:
vy = 0.0
new_on_ground = True
x = new_x
y = new_y
on_ground = new_on_ground
vy -= GRAVITY
vy *= DRAG_Y
if on_ground:
vx *= ground_friction
else:
vx *= FRICTION_MULTIPLIER
trajectory.append(TickState(tick, x, y, vx, vy, on_ground))
if jumped and on_ground:
break
return trajectory
def get_landing(
sprint: bool,
target_y: float,
landing_x_start: float = 0.0,
momentum_ticks: int = 12,
ceiling_y: Optional[float] = None,
) -> Optional[tuple[float, float]]:
trajectory = simulate_jump(
sprint=sprint,
momentum_ticks=momentum_ticks,
ceiling_y=ceiling_y,
landing_y=target_y,
landing_x_start=landing_x_start,
)
was_air = False
for state in trajectory:
if not state.on_ground:
was_air = True
if was_air and state.on_ground:
return state.x, state.y
return None
def get_apex(
sprint: bool,
momentum_ticks: int = 12,
ceiling_y: Optional[float] = None,
) -> tuple[float, float]:
trajectory = simulate_jump(
sprint=sprint,
momentum_ticks=momentum_ticks,
ceiling_y=ceiling_y,
landing_y=-1000.0,
landing_x_start=0.0,
max_ticks=300,
)
best_y, best_x = 0.0, 0.0
for state in trajectory:
if state.y > best_y:
best_y = state.y
best_x = state.x
return best_y, best_x
def can_reach_gap(
gap_blocks: int,
dy: float,
sprint: bool = True,
momentum_ticks: int = 12,
) -> tuple[bool, Optional[float], float]:
if dy > 1.252:
return False, None, 0.0
needed_x = 0.5 + gap_blocks + HALF_WIDTH
landing_platform_start = 0.5 + gap_blocks
if gap_blocks == 0 and dy > 0:
landing_platform_start = 0.5
result = get_landing(
sprint=sprint,
target_y=dy,
landing_x_start=landing_platform_start,
momentum_ticks=momentum_ticks,
)
if result is None:
return False, None, needed_x
landing_x, landing_y = result
if abs(landing_y - dy) > 0.01:
return False, landing_x, needed_x
if gap_blocks > 0 and landing_x < needed_x:
return False, landing_x, needed_x
return True, landing_x, needed_x

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from tools.pathing_theory.models import TheoryCase
from tools.pathing_theory.primitives import PLAYER_WIDTH, can_reach_gap, get_apex, get_landing
def _float_token(value: float) -> str:
return f"{value:.1f}".replace("-", "m").replace(".", "p")
def build_theory_cases() -> list[TheoryCase]:
cases: list[TheoryCase] = []
for sprint, movement_mode, momentum_ticks in [
(False, "walk", 12),
(True, "sprint", 0),
(True, "sprint", 12),
]:
for gap in range(0, 7):
for delta_y in [0.0, 1.0, -1.0, -2.0]:
ok, landing_x, needed_x = can_reach_gap(
gap_blocks=gap,
dy=delta_y,
sprint=sprint,
momentum_ticks=momentum_ticks,
)
apex_y, _ = get_apex(sprint=sprint, momentum_ticks=momentum_ticks)
subfamily = (
"flat"
if delta_y == 0.0
else "ascend"
if delta_y > 0.0
else "descend"
)
cases.append(
TheoryCase(
case_id=(
f"linear-{subfamily}-{movement_mode}-mm{momentum_ticks}"
f"-gap{gap}-dy{_float_token(delta_y)}"
),
family="linear",
subfamily=subfamily,
movement_mode=movement_mode,
momentum_ticks=momentum_ticks,
gap_blocks=gap,
delta_y=delta_y,
ceiling_height=None,
wall_width=None,
expected_reachable=ok,
landing_x=landing_x,
apex_y=apex_y,
margin=None if landing_x is None else landing_x - needed_x,
)
)
landing = get_landing(
sprint=True,
target_y=0.0,
landing_x_start=0.0,
momentum_ticks=12,
)
for wall_width in [1, 2, 3, 4]:
landing_x = None if landing is None else landing[0]
needed_x = wall_width + PLAYER_WIDTH
margin = None if landing_x is None else landing_x - needed_x
cases.append(
TheoryCase(
case_id=f"neo-neo-sprint-mm12-wall{wall_width}",
family="neo",
subfamily="neo",
movement_mode="sprint",
momentum_ticks=12,
gap_blocks=None,
delta_y=0.0,
ceiling_height=None,
wall_width=wall_width,
expected_reachable=margin is not None and margin >= 0.0,
landing_x=landing_x,
apex_y=get_apex(sprint=True, momentum_ticks=12)[0],
margin=margin,
)
)
for ceiling_height in [4.0, 3.0, 2.5, 2.0, 1.8125]:
for gap in [1, 2, 3, 4]:
landing = get_landing(
sprint=True,
target_y=0.0,
landing_x_start=0.5 + gap,
momentum_ticks=12,
ceiling_y=ceiling_height,
)
landing_x = None if landing is None else landing[0]
needed_x = 0.5 + gap + (PLAYER_WIDTH / 2.0)
margin = None if landing_x is None else landing_x - needed_x
cases.append(
TheoryCase(
case_id=(
f"ceiling-headhitter-sprint-mm12-gap{gap}"
f"-ceil{str(ceiling_height).replace('.', 'p')}"
),
family="ceiling",
subfamily="headhitter",
movement_mode="sprint",
momentum_ticks=12,
gap_blocks=gap,
delta_y=0.0,
ceiling_height=ceiling_height,
wall_width=None,
expected_reachable=margin is not None and margin >= 0.0,
landing_x=landing_x,
apex_y=get_apex(
sprint=True,
momentum_ticks=12,
ceiling_y=ceiling_height,
)[0],
margin=margin,
)
)
return cases

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"""
import argparse
import math
import csv
from dataclasses import dataclass
from typing import Optional
# ============================================================
# Vanilla physics constants (match PhysicsConsts.cs)
# ============================================================
PLAYER_WIDTH = 0.6
PLAYER_HEIGHT = 1.8
STEP_HEIGHT = 0.6
GRAVITY = 0.08
DRAG_Y = 0.98
FRICTION_MULTIPLIER = 0.91
DEFAULT_BLOCK_FRICTION = 0.6
INPUT_FRICTION = 0.98
GROUND_ACCEL_FACTOR = 0.21600002
AIR_ACCEL = 0.02
MOVEMENT_SPEED = 0.1
BASE_JUMP_POWER = 0.42
SPRINT_JUMP_HORIZONTAL_BOOST = 0.2
HORIZONTAL_VELOCITY_THRESHOLD_SQR = 9.0e-6
VERTICAL_VELOCITY_THRESHOLD = 0.003
HALF_WIDTH = PLAYER_WIDTH / 2.0 # 0.3
@dataclass
class TickState:
tick: int = 0
x: float = 0.0
y: float = 0.0
vx: float = 0.0
vy: float = 0.0
on_ground: bool = True
def get_ground_speed(block_friction: float = DEFAULT_BLOCK_FRICTION) -> float:
f = block_friction * FRICTION_MULTIPLIER
return MOVEMENT_SPEED * (GROUND_ACCEL_FACTOR / (f * f * f))
def simulate_jump(sprint: bool = True, momentum_ticks: int = 12,
ceiling_y: Optional[float] = None,
landing_y: float = 0.0,
landing_x_start: float = 0.0,
max_ticks: int = 200) -> list[TickState]:
"""
Simulate a complete jump sequence: momentum phase on ground, then jump.
The player starts at x=0, y=0 on a platform at y=0.
landing_y: Y coordinate of the landing surface.
landing_x_start: the X coordinate where the landing surface begins.
For flat jumps (landing_y=0), this is 0 (same level everywhere).
For ascending jumps (landing_y>0), this is typically gap_start
(the landing platform isn't under the player at takeoff).
For descending jumps (landing_y<0), this is gap_start.
The starting platform is at y=0 from x=-inf to x=landing_x_start.
The landing platform is at y=landing_y from x=landing_x_start onward.
"""
x, y, vx, vy = 0.0, 0.0, 0.0, 0.0
on_ground = True
trajectory: list[TickState] = []
jumped = False
f_ground = DEFAULT_BLOCK_FRICTION * FRICTION_MULTIPLIER
trajectory.append(TickState(0, x, y, vx, vy, on_ground))
for tick in range(1, max_ticks + 1):
# --- Zero tiny velocity ---
if vx * vx < HORIZONTAL_VELOCITY_THRESHOLD_SQR:
vx = 0.0
if abs(vy) < VERTICAL_VELOCITY_THRESHOLD:
vy = 0.0
# --- Jump on the tick after momentum ---
do_jump = False
if not jumped and tick > momentum_ticks and on_ground:
do_jump = True
jumped = True
if do_jump:
vy = max(BASE_JUMP_POWER, vy)
if sprint:
vx += SPRINT_JUMP_HORIZONTAL_BOOST
# --- Input acceleration ---
forward_input = 1.0 * INPUT_FRICTION
if on_ground:
speed = get_ground_speed()
else:
speed = AIR_ACCEL
vx += forward_input * speed
# --- Move ---
new_x = x + vx
new_y = y + vy
new_on_ground = False
# Ceiling collision
if ceiling_y is not None:
head_y = new_y + PLAYER_HEIGHT
if head_y > ceiling_y:
new_y = ceiling_y - PLAYER_HEIGHT
if vy > 0:
vy = 0.0
# Floor collision: two-region terrain model
# Region 1: x < landing_x_start -> floor at y=0 (starting platform)
# Region 2: x >= landing_x_start -> floor at y=landing_y
# Player bounding box trailing edge is at (new_x - HALF_WIDTH)
# Use player center for region determination
if new_x < landing_x_start:
floor_y = 0.0
else:
floor_y = landing_y
if jumped:
if new_x >= landing_x_start:
# Over the landing platform region
if landing_y >= 0:
# Ascending or flat: only land when falling DOWN through the surface
if vy <= 0 and y >= landing_y and new_y <= landing_y:
new_y = landing_y
vy = 0.0
new_on_ground = True
elif vy <= 0 and new_y <= landing_y:
# Already below the surface (fell through on a prior tick
# that didn't trigger -- shouldn't happen but safety check)
new_y = landing_y
vy = 0.0
new_on_ground = True
else:
# Descending: land when reaching the lower floor
if new_y <= landing_y:
new_y = landing_y
if vy < 0:
vy = 0.0
new_on_ground = True
if not new_on_ground and new_x < landing_x_start:
# Still over starting platform area or in the gap
if new_y <= 0.0:
new_y = 0.0
if vy < 0:
vy = 0.0
new_on_ground = True
else:
# Momentum phase: always on starting platform
if new_y <= 0.0:
new_y = 0.0
if vy < 0:
vy = 0.0
new_on_ground = True
x = new_x
y = new_y
on_ground = new_on_ground
# --- Post-move: gravity + friction/drag ---
vy -= GRAVITY
vy *= DRAG_Y
if on_ground:
vx *= f_ground
else:
vx *= FRICTION_MULTIPLIER
trajectory.append(TickState(tick, x, y, vx, vy, on_ground))
# Stop once landed after being airborne
if jumped and on_ground:
break
return trajectory
def get_landing(sprint: bool, target_y: float,
landing_x_start: float = 0.0,
momentum_ticks: int = 12,
ceiling_y: Optional[float] = None) -> Optional[tuple[float, float]]:
"""Get (x, y) where the player lands. Returns None if no landing."""
traj = simulate_jump(sprint=sprint, momentum_ticks=momentum_ticks,
ceiling_y=ceiling_y, landing_y=target_y,
landing_x_start=landing_x_start)
was_air = False
for s in traj:
if not s.on_ground:
was_air = True
if was_air and s.on_ground:
return s.x, s.y
return None
def get_apex(sprint: bool, momentum_ticks: int = 12,
ceiling_y: Optional[float] = None) -> tuple[float, float]:
traj = simulate_jump(sprint=sprint, momentum_ticks=momentum_ticks,
ceiling_y=ceiling_y, landing_y=-1000.0,
landing_x_start=0.0, max_ticks=300)
best_y, best_x = 0.0, 0.0
for s in traj:
if s.y > best_y:
best_y = s.y
best_x = s.x
return best_y, best_x
def can_reach_gap(gap_blocks: int, dy: float, sprint: bool = True,
momentum_ticks: int = 12) -> tuple[bool, Optional[float], float]:
"""
Check if the player can cross a gap of `gap_blocks` blocks to a surface
at height offset `dy`.
Geometry (player starts centered on block, center at x=0):
- Starting platform right edge: x = 0.5
- Gap: 0.5 to 0.5 + gap_blocks
- Landing platform left edge: x = 0.5 + gap_blocks
- Player center must reach x >= 0.5 + gap_blocks + HALF_WIDTH to land
(trailing bounding box edge clears the gap)
For ascending jumps (dy > 0):
- Landing surface at y=dy begins at x = 0.5 + gap_blocks
- The gap region has NO floor (void) if gap > 0, or floor at dy if gap = 0
For gap = 0 and dy > 0:
- This means stepping up to an adjacent block 1m higher.
- Player just needs to jump and move forward 1 block.
"""
if dy > 1.252:
return False, None, 0.0
needed_x = 0.5 + gap_blocks + HALF_WIDTH
landing_platform_start = 0.5 + gap_blocks
# For gap=0 ascending, the landing platform is right next to the start
if gap_blocks == 0 and dy > 0:
landing_platform_start = 0.5
result = get_landing(sprint=sprint, target_y=dy,
landing_x_start=landing_platform_start,
momentum_ticks=momentum_ticks)
if result is None:
return False, None, needed_x
lx, ly = result
# Check if we actually landed on the target surface (not back on start)
if abs(ly - dy) > 0.01:
# Landed back on starting platform
return False, lx, needed_x
# For gap > 0, check player center is past the gap
if gap_blocks > 0 and lx < needed_x:
return False, lx, needed_x
return True, lx, needed_x
from tools.pathing_theory.primitives import (
PLAYER_WIDTH,
can_reach_gap,
get_apex,
get_landing,
simulate_jump,
)
from tools.pathing_theory.simulator import build_theory_cases
# ============================================================

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tools/tests/__init__.py Normal file
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"""Test package for Python tooling."""

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import unittest
from tools.pathing_theory.simulator import build_theory_cases
class PathingTheoryMatrixTests(unittest.TestCase):
def test_build_theory_cases_returns_first_wave_families(self) -> None:
cases = build_theory_cases()
families = {(case.family, case.subfamily) for case in cases}
self.assertIn(("linear", "flat"), families)
self.assertIn(("linear", "ascend"), families)
self.assertIn(("linear", "descend"), families)
self.assertIn(("neo", "neo"), families)
self.assertIn(("ceiling", "headhitter"), families)
linear_boundary = next(
case
for case in cases
if case.case_id == "linear-flat-sprint-mm12-gap5-dy0p0"
)
self.assertTrue(linear_boundary.expected_reachable)
self.assertGreater(linear_boundary.margin, 0.0)
if __name__ == "__main__":
unittest.main()