Commit graph

8 commits

Author SHA1 Message Date
BruceChen
5de169db64 pathing: stabilize 0-replan round-trip on ledge/descend runs
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
2026-04-22 16:43:43 +00:00
BruceChen
95b20d9d1c pathing: async replan + template success/failure alignment
Move PathSegmentManager's Replan to Task.Run so the main tick only reads
results and swaps executors, and introduce a _nextExecutor pre-planning
slot so upcoming segments can prepare while the current one finishes.

Relax per-tick yaw/pitch rate limiting: allow instantaneous snapping
before jump ticks (Baritone does this and servers do not kick for it).

Align jump-template success/failure contracts with Baritone:
- Success key shifts from "speed squared" to "feet-on-target block".
- Failure window widened to the ~200 tick range.
- AscendTemplate gets a headBonkClear + edge/side proximity
  precondition so launches only happen from a safe takeoff.

Expose an initialMomentumTicks option on TemplateSimulationRunner so
follow-up sidewall scenarios can warm up physics before a template
starts.

Made-with: Cursor
2026-04-19 17:02:41 +00:00
BruceChen
d919bff91f pathing: tighten linear parkour execution 2026-04-18 06:14:45 +00:00
BruceChen
b9bff02107 Add path execution telemetry and scenario runner 2026-04-13 16:36:11 +00:00
BruceChen
360883acf3 feat: add transition-aware path execution core 2026-04-13 15:35:43 +00:00
BruceChen
3b4e552d70 feat: add transition-aware path execution braking 2026-04-12 18:43:33 +00:00
BruceChen
8ece75acc3 feat: complete Phase 4 McClient integration for A* pathfinding
- Fix MoveHelper.IsOpenGate: MangroveWood -> MangroveFenceGate
- Fix ResetStateForTransfer to cancel and clear pathSegmentManager
- Fix GetCurrentMovementGoal to return correct goal during A* navigation
- Fix SetMovementSpeed(Sneak) speed value consistency (2 -> 1)
- Migrate /pathfind command to use MoveToAStar + PathSegmentManager
- Add NavigateToGoal(IGoal) to McClient for flexible goal navigation
- Refactor MoveToAStar to delegate to NavigateToGoal
- Add ChatBot API: NavigateTo, CancelMovement, GetCurrentMovementGoal
- Expose PathSegmentManager.Goal property for external goal inspection

Made-with: Cursor
2026-04-12 18:43:32 +00:00
BruceChen
4b49135107 feat: add parkour moves and template-based path execution system
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
2026-04-12 18:43:32 +00:00