pathing: snap yaw for jump-ready grounded handoffs

This commit is contained in:
BruceChen 2026-04-15 16:37:12 +00:00
parent 2be9b287a3
commit 8408a41398
3 changed files with 519 additions and 8 deletions

View file

@ -115,6 +115,452 @@ public sealed class GroundedTemplateConvergenceTests
Assert.True(physics.DeltaMovement.X > 0.02);
}
[Fact]
public void WalkTemplate_PrepareJump_WithPlannerHints_CompletesOnRunUpBlock()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var current = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(1.5, 80, 0.5),
End = new Location(3.5, 80, 0.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.FinalStop
};
var template = new WalkTemplate(current, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(current.Start, yaw: 270f);
TemplateState state = TemplateSimulationRunner.Run(template, physics, world, maxTicks: 120, out Location finalPos);
Assert.Equal(TemplateState.Complete, state);
Assert.True(
TemplateFootingHelper.IsCenterInsideTargetBlock(finalPos, current.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}");
}
[Fact]
public void AscendTemplate_DiagonalPrepareJump_WithPlannerHints_CompletesOnRunUpBlock()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: -1, max: 6);
FlatWorldTestBuilder.ClearBox(world, -1, 79, -1, 6, 84, 6);
FlatWorldTestBuilder.SetSolid(world, 0, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 1, 80, 1);
FlatWorldTestBuilder.SetSolid(world, 3, 80, 3);
var current = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 81, 1.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 1, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(1.5, 81, 1.5),
End = new Location(3.5, 81, 3.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.FinalStop
};
var template = new AscendTemplate(current, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(current.Start, yaw: 315f);
var input = new MovementInput();
var trace = new List<string>();
TemplateState state = TemplateState.InProgress;
Location finalPos = current.Start;
for (int tick = 0; tick < 140; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (tick < 20 || state != TemplateState.InProgress)
{
trace.Add(
$"tick={tick} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
$"onGround={physics.OnGround} input(F={input.Forward},J={input.Jump},S={input.Sprint})");
}
if (state != TemplateState.InProgress)
{
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
break;
}
physics.ApplyInput(input);
physics.Tick(world);
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
}
Assert.True(
state == TemplateState.Complete,
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
Assert.True(
TemplateFootingHelper.IsCenterInsideTargetBlock(finalPos, current.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[Fact]
public void AscendTemplate_AfterTraversePrepareJump_CompletesWithinTwentyTicks()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: -1, max: 6);
FlatWorldTestBuilder.ClearBox(world, -1, 79, -1, 6, 84, 2);
FlatWorldTestBuilder.SetSolid(world, 0, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 1, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 2, 80, 0);
FlatWorldTestBuilder.SetSolid(world, 3, 81, 0);
var traverse = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.0, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var ascend = new PathSegment
{
Start = new Location(1.5, 80, 0.5),
End = new Location(2.5, 81, 0.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(2.5, 81, 0.5),
End = new Location(3.5, 82, 0.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.FinalStop
};
var physics = TemplateSimulationRunner.CreateGroundedPhysics(traverse.Start, yaw: 270f);
TemplateState traverseState = TemplateSimulationRunner.Run(new WalkTemplate(traverse, ascend), physics, world, maxTicks: 80, out _);
var template = new AscendTemplate(ascend, next);
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
int elapsedTicks = 0;
Location finalPos = ascend.Start;
for (; elapsedTicks < 80; elapsedTicks++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (state != TemplateState.InProgress)
{
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
break;
}
physics.ApplyInput(input);
physics.Tick(world);
}
Assert.Equal(TemplateState.Complete, traverseState);
Assert.Equal(TemplateState.Complete, state);
Assert.True(elapsedTicks <= 20, $"elapsedTicks={elapsedTicks} finalPos={finalPos} vel={physics.DeltaMovement}");
}
[Fact]
public void AscendTemplate_PrepareJump_CompletesFromOppositeYawWithinTwentyTicks()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 338, max: 344);
FlatWorldTestBuilder.ClearBox(world, 340, 80, 338, 344, 84, 342);
FlatWorldTestBuilder.FillSolid(world, 341, 80, 339, 341, 80, 341);
FlatWorldTestBuilder.FillSolid(world, 342, 81, 339, 342, 81, 341);
var segment = new PathSegment
{
Start = new Location(340.5, 80, 340.5),
End = new Location(341.5, 81, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(341.5, 81, 340.5),
End = new Location(342.5, 82, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.FinalStop
};
var template = new AscendTemplate(segment, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(segment.Start, yaw: 90f);
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
int elapsedTicks = 0;
Location finalPos = segment.Start;
var trace = new List<string>();
for (; elapsedTicks < 80; elapsedTicks++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (elapsedTicks < 20 || state != TemplateState.InProgress)
{
trace.Add(
$"tick={elapsedTicks} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
$"onGround={physics.OnGround} input(F={input.Forward},J={input.Jump},S={input.Sprint})");
}
if (state != TemplateState.InProgress)
{
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
break;
}
physics.ApplyInput(input);
physics.Tick(world);
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
}
Assert.Equal(TemplateState.Complete, state);
Assert.True(elapsedTicks <= 20, $"elapsedTicks={elapsedTicks} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
Assert.True(
TemplateFootingHelper.IsCenterInsideTargetBlock(finalPos, segment.End),
$"elapsedTicks={elapsedTicks} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[Fact]
public void AscendTemplate_PrepareJump_SnapsYawImmediatelyFromOppositeYaw()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 338, max: 344);
FlatWorldTestBuilder.ClearBox(world, 340, 80, 338, 344, 84, 342);
FlatWorldTestBuilder.FillSolid(world, 341, 80, 339, 341, 80, 341);
FlatWorldTestBuilder.FillSolid(world, 342, 81, 339, 342, 81, 341);
var segment = new PathSegment
{
Start = new Location(340.5, 80, 340.5),
End = new Location(341.5, 81, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(341.5, 81, 340.5),
End = new Location(342.5, 82, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.FinalStop
};
var template = new AscendTemplate(segment, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(segment.Start, yaw: 90f);
var input = new MovementInput();
TemplateState state = template.Tick(segment.Start, physics, input, world);
Assert.Equal(TemplateState.InProgress, state);
Assert.InRange(physics.Yaw, 269.9f, 270.1f);
Assert.True(input.Forward);
Assert.True(input.Sprint);
Assert.True(input.Jump);
}
[Fact]
public void WalkTemplate_PrepareJump_FreezeForTurn_SnapsExitHeadingImmediately()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var current = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(0, 1, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(1.5, 80, 0.5),
End = new Location(1.5, 80, 1.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.FinalStop
};
var template = new WalkTemplate(current, next);
var physics = new PlayerPhysics
{
Position = new Vec3d(1.5, 80.0, 0.5),
DeltaMovement = Vec3d.Zero,
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 180f,
Pitch = 0f
};
var input = new MovementInput();
TemplateState state = template.Tick(new Location(1.5, 80, 0.5), physics, input, world);
Assert.Equal(TemplateState.Complete, state);
Assert.InRange(physics.Yaw, -0.1f, 0.1f);
Assert.False(input.Forward);
Assert.False(input.Sprint);
Assert.False(input.Back);
}
[Fact]
public void AscendTemplate_PrepareJump_CompletesFromOffCenterRunUpState()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 338, max: 344);
FlatWorldTestBuilder.ClearBox(world, 340, 80, 338, 344, 84, 342);
FlatWorldTestBuilder.FillSolid(world, 341, 80, 339, 341, 80, 341);
FlatWorldTestBuilder.FillSolid(world, 342, 81, 339, 342, 81, 341);
var segment = new PathSegment
{
Start = new Location(340.5, 80, 340.5),
End = new Location(341.5, 81, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(341.5, 81, 340.5),
End = new Location(342.5, 82, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.FinalStop
};
var template = new AscendTemplate(segment, next);
var physics = new PlayerPhysics
{
Position = new Vec3d(340.25, 80.0, 340.25),
DeltaMovement = Vec3d.Zero,
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 270f,
Pitch = 0f
};
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
Location finalPos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
var trace = new List<string>();
for (int tick = 0; tick < 80; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (tick < 20 || state != TemplateState.InProgress)
{
trace.Add(
$"tick={tick} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
$"onGround={physics.OnGround} input(F={input.Forward},J={input.Jump},S={input.Sprint})");
}
if (state != TemplateState.InProgress)
{
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
break;
}
physics.ApplyInput(input);
physics.Tick(world);
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
}
Assert.True(
state == TemplateState.Complete,
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
Assert.True(
TemplateFootingHelper.IsCenterInsideTargetBlock(finalPos, segment.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[Fact]
public void WalkTemplate_DiagonalPrepareJumpIntoAscend_CompletesFromTargetBlockEntry()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 418, max: 426);
FlatWorldTestBuilder.ClearBox(world, 418, 79, 418, 426, 84, 424);
FlatWorldTestBuilder.SetSolid(world, 420, 79, 420);
FlatWorldTestBuilder.SetSolid(world, 421, 79, 421);
FlatWorldTestBuilder.SetSolid(world, 422, 79, 422);
FlatWorldTestBuilder.SetSolid(world, 423, 80, 422);
FlatWorldTestBuilder.SetSolid(world, 424, 81, 422);
var current = new PathSegment
{
Start = new Location(421.5, 80, 421.5),
End = new Location(422.5, 80, 422.5),
MoveType = MoveType.Diagonal,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.0, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(422.5, 80, 422.5),
End = new Location(423.5, 81, 422.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.0, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var template = new WalkTemplate(current, next);
var physics = new PlayerPhysics
{
Position = new Vec3d(422.25, 80.0, 422.25),
DeltaMovement = Vec3d.Zero,
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 315f,
Pitch = 0f
};
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
Location finalPos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
var trace = new List<string>();
for (int tick = 0; tick < 80; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (tick < 20 || state != TemplateState.InProgress)
{
trace.Add(
$"tick={tick} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
$"onGround={physics.OnGround} input(F={input.Forward},B={input.Back},S={input.Sprint})");
}
if (state != TemplateState.InProgress)
{
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
break;
}
physics.ApplyInput(input);
physics.Tick(world);
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
}
Assert.True(
state == TemplateState.Complete,
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
Assert.True(
TemplateFootingHelper.IsCenterInsideTargetBlock(finalPos, current.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[Fact]
public void WalkTemplate_TurnIntoParkour_CompletesOnlyWhenTurnEntryIsSlowAndJumpReady()
{

View file

@ -18,6 +18,7 @@ namespace MinecraftClient.Pathing.Execution.Templates
private int _tickCount;
private Location _lastPos;
private int _stuckTicks;
private bool _initiatedJump;
public AscendTemplate(PathSegment segment, PathSegment? nextSegment)
{
@ -37,15 +38,34 @@ namespace MinecraftClient.Pathing.Execution.Templates
double dy = ExpectedEnd.Y - pos.Y;
double horizDistSq = dx * dx + dz * dz;
bool groundedPrepareJumpHandoff = physics.OnGround
&& Math.Abs(dy) < 0.2
&& _segment.ExitTransition == PathTransitionType.PrepareJump
&& _segment.ExitHints.RequireJumpReady
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, _segment.End);
float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
bool snapYawForJumpCommit = !_initiatedJump && !groundedPrepareJumpHandoff;
physics.Yaw = TemplateHelper.AlignYaw(
physics.Yaw,
targetYaw,
snapYawForJumpCommit ? YawAlignmentMode.Snap : YawAlignmentMode.Smooth);
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
input.Forward = true;
input.Sprint = true;
float headingPenalty = YawDifference(physics.Yaw, targetYaw);
bool headingReady = headingPenalty <= 8.0;
bool turnInPlace = !_initiatedJump && !headingReady;
input.Forward = !turnInPlace;
input.Sprint = !turnInPlace;
if (physics.OnGround && dy > 0.1)
bool diagonalAscend = _segment.HeadingX != 0 && _segment.HeadingZ != 0;
bool jumpReady = headingReady
&& (diagonalAscend || TemplateHelper.RemainingDistanceAlongSegment(pos, _segment) <= 1.05);
if (physics.OnGround && dy > 0.1 && jumpReady)
{
input.Jump = true;
_initiatedJump = true;
}
if (physics.OnGround && Math.Abs(dy) < 0.2)
{
@ -64,5 +84,13 @@ namespace MinecraftClient.Pathing.Execution.Templates
return TemplateState.InProgress;
}
private static float YawDifference(float current, float target)
{
float delta = target - current;
while (delta > 180f) delta -= 360f;
while (delta < -180f) delta += 360f;
return Math.Abs(delta);
}
}
}

View file

@ -1,4 +1,5 @@
using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
using MinecraftClient.Physics;
namespace MinecraftClient.Pathing.Execution.Templates
@ -9,6 +10,20 @@ namespace MinecraftClient.Pathing.Execution.Templates
internal static void Apply(PathSegment segment, PathSegment? nextSegment, Location pos, PlayerPhysics physics, MovementInput input, World world)
{
if (segment.ExitTransition == PathTransitionType.PrepareJump
&& segment.ExitHints.RequireJumpReady
&& physics.OnGround
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End)
&& IsReadyToFreezeForTurn(segment, pos)
&& TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment) > 8.0)
{
input.Forward = false;
input.Sprint = false;
input.Back = false;
TemplateHelper.FaceExitHeading(physics, segment, YawAlignmentMode.Snap);
return;
}
if (TemplateHelper.ShouldBiasTowardExitHeading(pos, segment))
TemplateHelper.FaceExitHeading(physics, segment);
@ -49,11 +64,19 @@ namespace MinecraftClient.Pathing.Execution.Templates
if (segment.ExitTransition == PathTransitionType.PrepareJump
&& physics.OnGround
&& segment.ExitHints.RequireJumpReady
&& segment.ExitHints.MinExitSpeed <= 0.0
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End)
&& TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= 0.30)
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End))
{
return true;
if (segment.MoveType == MoveType.Ascend)
return true;
if (segment.MoveType == MoveType.Parkour
|| (segment.HeadingX != 0 && segment.HeadingZ != 0))
{
return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= 0.30;
}
if (segment.MoveType is not MoveType.Parkour)
return true;
}
if (exitSpeed < segment.ExitHints.MinExitSpeed)
@ -86,5 +109,19 @@ namespace MinecraftClient.Pathing.Execution.Templates
_ => physics.OnGround && TemplateHelper.IsSettledOnTargetBlock(pos, segment.End, physics)
};
}
private static bool IsReadyToFreezeForTurn(PathSegment segment, Location pos)
{
if (segment.MoveType == MoveType.Ascend)
return true;
if (segment.MoveType == MoveType.Parkour
|| (segment.HeadingX != 0 && segment.HeadingZ != 0))
{
return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= 0.30;
}
return true;
}
}
}