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
Theory simulator:
- Add 2D side-wall jump physics with yaw sweep for worst-case margin
- Generate sidewall theory cases (flat/ascend/descend, wall_offset 0/1)
- Add momentum-capabilities.json with band compression and max_reach
- Extend models, capabilities, canonical, and renderers for sidewall
Full-coverage parkour test suite (tools/test-parkour.py):
- Derive test matrix from momentum-capabilities.json
- Build linear/neo/ceiling courses via RCON with 7-block clear margin
- Use /goto for pathfinding, parse A* and PathMgr log output
- Stop-at-first-failure per (family, subfamily, dy, ceil, wo) group
- Hierarchical --filter (e.g. linear/flat, ceiling/headhitter/ceil2.5)
- Exclude sidewall from default matrix (identical max_reach to linear)
Pathing execution fixes:
- Align parkour contracts and timing budgets with live test results
- Fix jump-entry yaw snapping for grounded handoffs
- Template helper and sprint jump template refinements
Made-with: Cursor
- Add MoveDiagonalAscend and MoveDiagonalDescend for "corner" moves:
step diagonally around a wall edge while ascending/descending 1 block.
Requires at least one intermediate cardinal direction to be passable.
- Fix pitch calculation: look toward target's eye level (same height
delta as feet delta) instead of subtracting eye height, which caused
the player to stare at the ground during flat walks.
- Add Yaw/Pitch smoothing via SmoothYaw/SmoothPitch in TemplateHelper.
Max 35 deg/tick for yaw, 25 deg/tick for pitch. Prevents instant
camera snaps between path segments while still being responsive
enough for sprint-jumps and tight maneuvers.
- Apply smoothing to all five action templates (Walk, Ascend, Descend,
Climb, SprintJump).
Made-with: Cursor
- WalkTemplate: remove OnClimbable jump/sprint logic that caused the
player to jump when walking past vine blocks during flat traversal
- TemplateHelper: add CalculatePitch() for computing the look angle
toward a 3D target relative to eye height
- All templates (Walk, Ascend, Descend, Climb, SprintJump): set
physics.Pitch each tick so the player visually looks toward the
current path target direction
- McClient: sync playerPitch and set _yaw/_pitch after pathfinding
ticks so rotation is included in position update packets sent to
the server
Made-with: Cursor
WalkTemplate now detects when physics.OnClimbable is true (player entering
a ladder/vine block) and switches from Sprint to Jump input, with extended
stuck detection thresholds. This prevents the template from failing when
the path walks through climbable blocks.
Tested on 1.21.11: all movement types pass (walk, diagonal, ascend, descend,
climb, parkour 2-4 gap, mixed courses with direction changes).
Made-with: Cursor
Templates now set Forward/Sprint input before checking completion
conditions. This prevents a 1-tick input gap during template transitions
that caused the player to lose sprint speed, making parkour jumps fail
due to insufficient horizontal velocity.
Made-with: Cursor
Phase 2.2: MoveParkour for sprint-jump across 1-2 block gaps (distance 2-3)
and ascending parkour (distance 2, +1Y). Registered in BuildDefaultMoves
with CalculationContext.AllowParkour gating.
Phase 3.1-3.2: Template execution engine replacing the waypoint queue system.
- IActionTemplate interface with per-tick state machine pattern
- Templates: Walk, Ascend, Descend, Climb, Fall, SprintJump
- ActionTemplateFactory maps MoveType to the correct template
- PathExecutor drives sequential template execution with logging
- PathSegmentManager handles replanning on failure (up to 5 retries)
- McClient integration: MoveToAStar now creates PathSegmentManager,
UpdatePathfindingInput delegates to it, CancelMovement/ClientIsMoving
updated for both old and new systems.
Tested on 1.21.11: straight walk, zigzag maze, stair ascent,
1-gap and 2-gap sprint jumps all pass.
Made-with: Cursor