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https://github.com/MCCTeam/Minecraft-Console-Client
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pathing: fix long-descend water drift and offload PathDiag to background
Two related fixes for the (255,117,220) -> (237,97,172) route reported where the bot fell out of a 22-block water descent and landed on the rim, and where /pathdiag noticeably froze and warped the bot. DescendTemplate: long-fall water-column overshoot ================================================= On segment 7 of the route, a 22-block descend Descend (254.5,113,224.5) -> (253.5,91,224.5), the bot's footprint enters the target column at the very first airborne tick (X=253.6 footprint inside [253,254], Z=224.7 footprint inside [224,225]). The previous code immediately set biasTowardExitInAir = true, rotating yaw to the next segment's exit heading (-Z) for the entire 20+ tick fall. Forward held during the fall pushed -Z momentum each tick (~0.05 m/tick equilibrium), so by landing time the bot had drifted ~1 m past the water column and landed on the dry rim (Z=223.42 vs target Z=224.5). On a real server this plunge from 22 blocks onto a non-water block would kill the bot. Two changes in DescendTemplate.cs: 1. Gate the footprint-inside-target bias for non-single-step descends behind a "near landing" check (remainingFallY <= 1.5 m, ~3 ticks of free-fall). The bias still applies on single-step descends (where the fall is too short for drift to matter) and on the final approach ticks of multi-block falls. 2. Extend the existing riskyOvershoot Back-input brake to fire on any multi-block descend whose footprint is already inside the target, not just the PrepareJump exit case. Once the bot is in the column, the segment's horizontal travel is done; releasing Forward and pressing Back kills any residual horizontal velocity so the bot falls straight into the water/landing block instead of accumulating air-control momentum from holding Forward for 20+ ticks. Verified on 1.21.11 with /pathdiag on: segment 7 now lands at (253.59,91,224.42), 0.09 m off target X and 0.08 m off target Z, well inside the target water column. PathSegmentManager: PathDiag main-thread offload ================================================= Diagnostic dumps were emitted line-by-line through _infoLog?.Invoke(), which calls Log.Info -> ConsoleIO.WriteLogLine -> file logger on the main 20 TPS tick. A slow-segment dump or failure trace produces 25-200 synchronous log calls; on the affected route a single batch took 200-500 ms on the tick thread, freezing the position-packet stream long enough for the server to lose track and then snap the bot forward when the tick resumed. Symptom on the user side: every time /pathdiag is on, the bot freezes for ~half a second, then "teleports" through the queued segments, then freezes again. Each diagnostic emission point now snapshots its lines into a List and dispatches them through DispatchDiagnosticsBatch, which appends to a single chained Task running on TaskScheduler.Default. The chain preserves emission order across batches so concurrent slow-segment and seg-> headers do not interleave. The tick path now does O(1) work per dump (build list, ContinueWith) instead of O(N) console writes. Verified by running the same /goto twice (with and without pathdiag): both runs produced identical trajectories and identical replan counts, confirming the diagnostics path no longer perturbs movement. Pathing test suite: 23 failures, identical to baseline. Live regression on prior 4 zero-replan routes ((237<->252, 237<->244)) all still complete cleanly. Made-with: Cursor
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2 changed files with 108 additions and 14 deletions
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@ -58,6 +58,22 @@ namespace MinecraftClient.Pathing.Execution
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private int _lastObservedSegmentIndex = -1;
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private int _ticksSinceSegmentStart;
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// Diagnostic emission runs on the thread pool to keep the 20 TPS tick
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// unblocked. Each batch is appended to a single chained Task so that
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// line ordering is preserved across batches, even when the same tick
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// produces both a slow-segment dump and the next seg-> header. Without
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// the chain, multiple Task.Run calls could interleave and mangle the
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// log output.
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//
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// Without this offload, a 200-line failure dump issued synchronously
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// through ConsoleIO.WriteLogLine -> file logger took 200-500 ms on
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// the main tick. The stalled tick stops position packets so the
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// server view freezes, then snaps forward when the tick resumes -
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// exactly the "freeze, jump, freeze" the user reported when /pathdiag
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// was on.
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private Task _diagFlushTail = Task.CompletedTask;
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private readonly object _diagFlushLock = new();
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public bool IsNavigating =>
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(_executor is not null && !_executor.IsComplete)
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|| _nextExecutor is not null
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@ -203,24 +219,29 @@ namespace MinecraftClient.Pathing.Execution
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if (_lastObservedSegmentIndex >= 0
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&& _ticksSinceSegmentStart >= SlowSegmentDumpTickThreshold)
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{
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_infoLog?.Invoke(
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$"[PathDiag] Slow segment {_lastObservedSegmentIndex}/{_executor.TotalSegments} took {_ticksSinceSegmentStart} ticks, dumping last {Math.Min(_diagnosticsTail.Count, _ticksSinceSegmentStart)} ticks:");
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int toDump = Math.Min(_diagnosticsTail.Count, _ticksSinceSegmentStart);
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int skipCount = _diagnosticsTail.Count - toDump;
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var batch = new List<string>(toDump + 1)
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{
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$"[PathDiag] Slow segment {_lastObservedSegmentIndex}/{_executor.TotalSegments} took {_ticksSinceSegmentStart} ticks, dumping last {toDump} ticks:"
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};
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int i = 0;
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foreach (string line in _diagnosticsTail)
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{
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if (i++ < skipCount)
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continue;
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_infoLog?.Invoke($"[PathDiag] t-{toDump - (i - skipCount)}: {line}");
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batch.Add($"[PathDiag] t-{toDump - (i - skipCount)}: {line}");
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}
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DispatchDiagnosticsBatch(batch);
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}
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_lastObservedSegmentIndex = segIdx;
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_ticksSinceSegmentStart = 0;
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_infoLog?.Invoke(
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$"[PathDiag] seg->{segIdx}/{_executor.TotalSegments} pos=({pos.X:F2},{pos.Y:F2},{pos.Z:F2}) yaw={physics.Yaw:F1} vy={physics.DeltaMovement.Y:F3} og={physics.OnGround} " +
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(seg is null ? "none" : $"{seg.MoveType} ({seg.Start.X:F1},{seg.Start.Y:F1},{seg.Start.Z:F1})->({seg.End.X:F1},{seg.End.Y:F1},{seg.End.Z:F1}) exit={seg.ExitTransition}"));
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DispatchDiagnosticsBatch(new[]
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{
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$"[PathDiag] seg->{segIdx}/{_executor.TotalSegments} pos=({pos.X:F2},{pos.Y:F2},{pos.Z:F2}) yaw={physics.Yaw:F1} vy={physics.DeltaMovement.Y:F3} og={physics.OnGround} "
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+ (seg is null ? "none" : $"{seg.MoveType} ({seg.Start.X:F1},{seg.Start.Y:F1},{seg.Start.Z:F1})->({seg.End.X:F1},{seg.End.Y:F1},{seg.End.Z:F1}) exit={seg.ExitTransition}")
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});
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}
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else
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{
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@ -239,28 +260,70 @@ namespace MinecraftClient.Pathing.Execution
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return;
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PathSegment? seg = _executor.CurrentSegment;
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int segIdx = _executor.CurrentIndex;
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_infoLog?.Invoke($"[PathDiag] Failure context: pos=({pos.X:F2},{pos.Y:F2},{pos.Z:F2}) failingSeg={segIdx}/{_executor.TotalSegments} " +
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(seg is null ? "seg=<none>" : $"seg={seg.MoveType} ({seg.Start.X:F1},{seg.Start.Y:F1},{seg.Start.Z:F1})->({seg.End.X:F1},{seg.End.Y:F1},{seg.End.Z:F1}) exit={seg.ExitTransition}"));
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var batch = new List<string>(_diagnosticsTail.Count + 2)
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{
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$"[PathDiag] Failure context: pos=({pos.X:F2},{pos.Y:F2},{pos.Z:F2}) failingSeg={segIdx}/{_executor.TotalSegments} "
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+ (seg is null ? "seg=<none>" : $"seg={seg.MoveType} ({seg.Start.X:F1},{seg.Start.Y:F1},{seg.Start.Z:F1})->({seg.End.X:F1},{seg.End.Y:F1},{seg.End.Z:F1}) exit={seg.ExitTransition}")
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};
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if (_diagnosticsTail.Count > 0)
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{
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_infoLog?.Invoke($"[PathDiag] Recent tick trace (last {_diagnosticsTail.Count}):");
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batch.Add($"[PathDiag] Recent tick trace (last {_diagnosticsTail.Count}):");
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int i = 0;
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int total = _diagnosticsTail.Count;
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foreach (string line in _diagnosticsTail)
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_infoLog?.Invoke($"[PathDiag] t-{_diagnosticsTail.Count - i++ - 1}: {line}");
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batch.Add($"[PathDiag] t-{total - i++ - 1}: {line}");
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}
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DispatchDiagnosticsBatch(batch);
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}
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private void EmitPathDumpDiagnostics(string label, PathResult result, int startIdx = 0)
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{
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if (!DiagnosticsEnabled)
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return;
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_infoLog?.Invoke($"[PathDiag] {label}: {result.Path.Count} waypoints, status={result.Status}, nodes={result.NodesExplored}, time={result.ElapsedMs}ms");
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int count = result.Path.Count;
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var batch = new List<string>(count + 1)
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{
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$"[PathDiag] {label}: {count} waypoints, status={result.Status}, nodes={result.NodesExplored}, time={result.ElapsedMs}ms"
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};
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for (int i = 0; i < count; i++)
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{
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var node = result.Path[i];
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string move = i == 0 ? "Start" : node.MoveUsed.ToString();
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_infoLog?.Invoke($"[PathDiag] [{startIdx + i:D2}] {move,-22} ({node.X},{node.Y},{node.Z})");
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batch.Add($"[PathDiag] [{startIdx + i:D2}] {move,-22} ({node.X},{node.Y},{node.Z})");
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}
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DispatchDiagnosticsBatch(batch);
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}
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/// <summary>
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/// Schedule a diagnostics line batch for emission on a background task,
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/// chained behind any prior batch so output order is preserved. The
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/// caller's snapshot is captured by reference; the input list MUST not
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/// be mutated after dispatch.
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/// </summary>
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private void DispatchDiagnosticsBatch(IReadOnlyList<string> lines)
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{
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Action<string>? infoLog = _infoLog;
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if (infoLog is null || lines.Count == 0)
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return;
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lock (_diagFlushLock)
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{
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_diagFlushTail = _diagFlushTail.ContinueWith(_ =>
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{
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for (int i = 0; i < lines.Count; i++)
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{
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try
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{
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infoLog(lines[i]);
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}
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catch
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{
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// Swallow logger faults so a downstream sink failure
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// never tears down the chain (which would silently
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// drop every subsequent diagnostics batch).
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}
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}
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}, TaskScheduler.Default);
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}
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}
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@ -145,7 +145,24 @@ namespace MinecraftClient.Pathing.Execution.Templates
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double segmentYDrop = _segment.Start.Y - _segment.End.Y;
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bool isSingleStepDescend = segmentYDrop <= 1.0;
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bool footInsideTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd);
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bool biasTowardExitInAir = footInsideTarget
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// Long-descend lateral drift guard. When the bot's footprint
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// enters the landing block at the very start of a multi-block
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// fall (e.g. a 22-block water drop where target X/Z column
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// matches the launch column), `biasTowardExitInAir` would
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// immediately rotate yaw to the next segment's heading. With
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// Forward held during the entire fall, the perpendicular air
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// drift accumulates ~0.05 m/tick and over 20+ airborne ticks
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// walks the bot a full block out of the landing column, so it
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// misses the water/landing target and dies on the rim. Only
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// permit exit-heading bias for non-single-step descends once
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// the bot is within ~1.5 m of the landing Y (~3 ticks of
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// free-fall), so any exit-heading drift cannot displace the
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// landing footprint by more than a fraction of a block.
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double remainingFallY = pos.Y - _segment.End.Y;
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bool nearLanding = remainingFallY <= 1.5;
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bool biasTowardExitInAir = (footInsideTarget && (isSingleStepDescend || nearLanding))
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|| (isSingleStepDescend
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&& (onOrPastTarget
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|| (_hasFallen
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@ -204,11 +221,25 @@ namespace MinecraftClient.Pathing.Execution.Templates
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// release forward input so sprint momentum decays
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// via air drag over the final 1-2 ticks of fall,
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// pulling the bot back into the landing column.
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//
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// The same guard applies to long water/landing
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// drops with any non-PrepareJump exit. A 22-block
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// fall lasts 20+ airborne ticks; at ~0.2 m/tick
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// peak air-control velocity, holding Forward for
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// the entire fall accumulates 4+ m of horizontal
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// drift past the start ledge and the bot lands
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// outside the 1x1 water column. Once the
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// footprint is inside the target column, brake
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// horizontal velocity so the bot falls straight
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// down into the water/landing block.
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bool riskyOvershoot = _hasFallen
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&& segmentYDrop >= 2.0
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&& onOrPastTarget
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&& _segment.ExitTransition == PathTransitionType.PrepareJump;
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if (riskyOvershoot)
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bool longFallFootprintLanding = _hasFallen
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&& segmentYDrop >= 2.0
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&& footInsideTarget;
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if (riskyOvershoot || longFallFootprintLanding)
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{
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input.Forward = false;
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input.Sprint = false;
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