pathing: align linear completion with live execution

This commit is contained in:
BruceChen 2026-04-17 20:09:56 +00:00
parent ddb0ca97f1
commit 891763602a
2 changed files with 379 additions and 12 deletions

View file

@ -287,6 +287,283 @@ public sealed class SprintJumpTemplateScenarioTests
Assert.True(TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, second.End), $"handoffPos={handoffPos} finalPos={finalPos} vel={physics.DeltaMovement}");
}
[Fact]
public void SprintJumpTemplate_LinearFlatGap4_PrepareJump_CompletesFromTraverseCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-flat-gap4", gap: 4, deltaY: 0);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 2);
TemplateState state = RunSegment(segments, index: 3, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[3].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearFlatGap1_FinalStop_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-flat-gap1", gap: 1, deltaY: 0);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 3);
TemplateState state = RunSegment(segments, index: 4, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[4].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearFlatGap1_PrepareJump_HandoffStaysInsideTargetBlock()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-flat-gap1", gap: 1, deltaY: 0);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 2);
TemplateState state = RunSegment(segments, index: 3, physics, world, out Location currentPos, out string trace);
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(currentPos, segments[4].Start),
$"state={state} currentPos={currentPos} vel={physics.DeltaMovement} segment={segments[3]} next={segments[4]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearAscendGap2DyPlus1_PrepareJump_CompletesFromTraverseCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-ascend-gap2-dy+1", gap: 2, deltaY: 1);
PathingScenarioResult result = PathingScenarioRunner.RunAccepted(scenario);
List<PathSegment> segments = PathSegmentBuilder.FromPath(result.PlanResult.Path);
PathSegmentRun? segmentRun = FindSegmentRun(result, segmentIndex: 3);
Assert.True(
result.Completed && result.ReplanCount == 0,
$"completed={result.Completed} replans={result.ReplanCount} finalPos={result.FinalPosition}\n" +
$"info={string.Join('\n', result.InfoLogs)}\ndebug={string.Join('\n', result.DebugLogs)}");
Assert.NotNull(segmentRun);
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(segmentRun.Position, segments[3].End),
$"segmentPos={segmentRun.Position} target={segments[3].End} finalPos={result.FinalPosition}\n" +
$"info={string.Join('\n', result.InfoLogs)}\ndebug={string.Join('\n', result.DebugLogs)}");
}
[Fact]
public void SprintJumpTemplate_LinearAscendGap2DyPlus1_SecondPrepareJump_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-ascend-gap2-dy+1", gap: 2, deltaY: 1);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 3);
TemplateState state = RunSegment(segments, index: 4, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[4].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearAscendGap1DyPlus1_FinalStop_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-ascend-gap1-dy+1", gap: 1, deltaY: 1);
PathingScenarioResult result = PathingScenarioRunner.RunAccepted(scenario);
List<PathSegment> segments = PathSegmentBuilder.FromPath(result.PlanResult.Path);
PathSegmentRun? segmentRun = FindSegmentRun(result, segmentIndex: 5);
Assert.True(
result.Completed && result.ReplanCount == 0,
$"completed={result.Completed} replans={result.ReplanCount} finalPos={result.FinalPosition}\n" +
$"info={string.Join('\n', result.InfoLogs)}\ndebug={string.Join('\n', result.DebugLogs)}");
Assert.NotNull(segmentRun);
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(segmentRun.Position, segments[5].End),
$"segmentPos={segmentRun.Position} target={segments[5].End} finalPos={result.FinalPosition}\n" +
$"info={string.Join('\n', result.InfoLogs)}\ndebug={string.Join('\n', result.DebugLogs)}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap2DyMinus2_PrepareJump_CompletesFromTraverseCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap2-dy-2", gap: 2, deltaY: -2);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 2);
TemplateState state = RunSegment(segments, index: 3, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[3].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap2DyMinus2_FinalStop_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap2-dy-2", gap: 2, deltaY: -2);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 4);
TemplateState state = RunSegment(segments, index: 5, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[5].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap2DyMinus1_FinalStop_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap2-dy-1", gap: 2, deltaY: -1);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 4);
TemplateState state = RunSegment(segments, index: 5, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[5].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap2DyMinus1_SecondPrepareJump_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap2-dy-1", gap: 2, deltaY: -1);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 3);
TemplateState state = RunSegment(segments, index: 4, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[4].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap3DyMinus2_PrepareJump_CompletesFromTraverseCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap3-dy-2", gap: 3, deltaY: -2);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 2);
TemplateState state = RunSegment(segments, index: 3, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[3].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap3DyMinus2_PrepareJump_HandoffStaysInsideTargetBlock()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap3-dy-2", gap: 3, deltaY: -2);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 2);
TemplateState state = RunSegment(segments, index: 3, physics, world, out Location currentPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} currentPos={currentPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(currentPos, segments[4].Start),
$"state={state} currentPos={currentPos} vel={physics.DeltaMovement} segment={segments[3]} next={segments[4]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap3DyMinus1_FinalStop_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap3-dy-1", gap: 3, deltaY: -1);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 4);
TemplateState state = RunSegment(segments, index: 5, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[5].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap4DyMinus1_PrepareJump_CompletesFromTraverseCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap4-dy-1", gap: 4, deltaY: -1);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 2);
TemplateState state = RunSegment(segments, index: 3, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[3].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[3]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearDescendGap4DyMinus1_FinalStop_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap4-dy-1", gap: 4, deltaY: -1);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 4);
TemplateState state = RunSegment(segments, index: 5, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[5].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearFlatGap2_SecondPrepareJump_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-flat-gap2", gap: 2, deltaY: 0);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 3);
TemplateState state = RunSegment(segments, index: 4, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[4].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[4]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_LinearFlatGap2_FinalStop_CompletesFromChainCarry()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-flat-gap2", gap: 2, deltaY: 0);
(World world, List<PathSegment> segments, PlayerPhysics physics) = BuildPlannedLinearScenario(scenario);
RunSegmentsThrough(segments, world, physics, lastCompletedIndex: 4);
TemplateState state = RunSegment(segments, index: 5, physics, world, out Location finalPos, out string trace);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
Assert.True(
TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segments[5].End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[5]}\n{trace}");
}
[Fact]
public void SprintJumpTemplate_DiagonalLandingRecovery_HandsOffToTurnTraverse()
{
@ -362,4 +639,83 @@ public sealed class SprintJumpTemplateScenarioTests
Assert.True(input.Sprint);
Assert.True(input.Jump);
}
private static (World World, List<PathSegment> Segments, PlayerPhysics Physics) BuildPlannedLinearScenario(PathingExecutionScenario scenario)
{
PathResult planResult = PathingScenarioRunner.PlanOnly(scenario);
Assert.Equal(PathStatus.Success, planResult.Status);
return (
scenario.BuildWorld(),
PathSegmentBuilder.FromPath(planResult.Path),
TemplateSimulationRunner.CreateGroundedPhysics(scenario.Start, scenario.StartYaw));
}
private static void RunSegmentsThrough(IReadOnlyList<PathSegment> segments, World world, PlayerPhysics physics, int lastCompletedIndex)
{
for (int index = 0; index <= lastCompletedIndex; index++)
{
TemplateState state = RunSegment(segments, index, physics, world, out Location finalPos, out string trace);
Assert.True(
state == TemplateState.Complete,
$"segmentIndex={index} state={state} finalPos={finalPos} vel={physics.DeltaMovement} segment={segments[index]}\n{trace}");
}
}
private static TemplateState RunSegment(
IReadOnlyList<PathSegment> segments,
int index,
PlayerPhysics physics,
World world,
out Location finalPos,
out string trace)
{
PathSegment segment = segments[index];
PathSegment? next = index + 1 < segments.Count ? segments[index + 1] : null;
IActionTemplate template = ActionTemplateFactory.Create(segment, next);
var input = new MovementInput();
var tail = new Queue<string>();
TemplateState state = TemplateState.InProgress;
for (int tick = 0; tick < 160; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
tail.Enqueue(
$"tick={tick} state={state} pos={pos} vel={physics.DeltaMovement} yaw={physics.Yaw:F1} onGround={physics.OnGround} " +
$"input(F={input.Forward},B={input.Back},J={input.Jump},S={input.Sprint})");
if (tail.Count > 40)
tail.Dequeue();
if (state != TemplateState.InProgress)
{
if (state == TemplateState.Complete && next is not null)
{
physics.ApplyInput(input);
physics.Tick(world);
}
break;
}
physics.ApplyInput(input);
physics.Tick(world);
}
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
trace = string.Join('\n', tail);
return state;
}
private static PathSegmentRun? FindSegmentRun(PathingScenarioResult result, int segmentIndex)
{
foreach (PathSegmentRun run in result.SegmentRuns)
{
if (run.SegmentIndex == segmentIndex)
return run;
}
return null;
}
}

View file

@ -7,6 +7,7 @@ namespace MinecraftClient.Pathing.Execution.Templates
internal static class GroundedSegmentController
{
private const double FinalStopFastCompleteSpeed = 0.08;
private const double PrepareJumpHandoffDistance = 0.40;
internal static void Apply(PathSegment segment, PathSegment? nextSegment, Location pos, PlayerPhysics physics, MovementInput input, World world)
{
@ -39,11 +40,16 @@ namespace MinecraftClient.Pathing.Execution.Templates
return false;
if (segment.ExitTransition == PathTransitionType.ContinueStraight
&& physics.OnGround
&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End)
&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, segment.End))
&& physics.OnGround)
{
return true;
if (TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End)
&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, segment.End))
{
return true;
}
if (TemplateHelper.IsSettledAtEnd(pos, segment.End, physics))
return true;
}
if (segment.ExitTransition == PathTransitionType.FinalStop
@ -69,14 +75,11 @@ namespace MinecraftClient.Pathing.Execution.Templates
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;
}
double handoffDistance = segment.MoveType == MoveType.Parkour
? 0.55
: PrepareJumpHandoffDistance;
if (segment.MoveType is not MoveType.Parkour)
return true;
return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= handoffDistance;
}
if (exitSpeed < segment.ExitHints.MinExitSpeed)
@ -85,6 +88,14 @@ namespace MinecraftClient.Pathing.Execution.Templates
if (exitSpeed > segment.ExitHints.MaxExitSpeed)
return false;
if (segment.ExitTransition == PathTransitionType.LandingRecovery
&& physics.OnGround
&& !segment.ExitHints.RequireStableFooting
&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End))
{
return true;
}
if (segment.ExitHints.RequireStableFooting)
{
return physics.OnGround
@ -118,7 +129,7 @@ namespace MinecraftClient.Pathing.Execution.Templates
if (segment.MoveType == MoveType.Parkour
|| (segment.HeadingX != 0 && segment.HeadingZ != 0))
{
return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= 0.30;
return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= PrepareJumpHandoffDistance;
}
return true;