Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/DescendTemplate.cs
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

233 lines
11 KiB
C#

using System;
using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Execution;
using MinecraftClient.Physics;
namespace MinecraftClient.Pathing.Execution.Templates
{
/// <summary>
/// Walk off a ledge and drop 1-N blocks to a landing spot.
/// Walks toward the destination; gravity handles the fall.
/// Sprints when the horizontal distance is large (> 1.5 blocks).
/// Supports solid landings, water landings, and mid-fall vine/ladder grabs.
/// </summary>
public sealed class DescendTemplate : IActionTemplate
{
private const float PreDropYawToleranceDeg = 12f;
public Location ExpectedStart { get; }
public Location ExpectedEnd { get; }
private readonly PathSegment _segment;
private readonly PathSegment? _nextSegment;
private int _tickCount;
private bool _hasFallen;
private readonly bool _needsSprint;
public DescendTemplate(PathSegment segment, PathSegment? nextSegment)
{
_segment = segment;
_nextSegment = nextSegment;
ExpectedStart = segment.Start;
ExpectedEnd = segment.End;
double hdx = segment.End.X - segment.Start.X;
double hdz = segment.End.Z - segment.Start.Z;
_needsSprint = (hdx * hdx + hdz * hdz) > 2.25;
}
public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
{
_tickCount++;
double dx = ExpectedEnd.X - pos.X;
double dz = ExpectedEnd.Z - pos.Z;
double dy = ExpectedEnd.Y - pos.Y;
double horizDistSq = dx * dx + dz * dz;
if (!physics.OnGround)
_hasFallen = true;
// Completion: landed in water near destination
if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0)
return TemplateState.Complete;
// Fail if climbing up instead of descending
if (pos.Y > ExpectedStart.Y + 2.0)
return TemplateState.Failed;
if (_tickCount > 200)
return TemplateState.Failed;
float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
// Snap yaw on the first tick to avoid a few ticks of sideways drift
// when the bot enters this segment with a stale orientation (e.g.
// just after a teleport or after a turn). Ledge-adjacent descends
// cannot tolerate drift without falling off the wrong side.
if (_tickCount == 1)
physics.Yaw = targetYaw;
if (physics.OnGround && Math.Abs(dy) < (_hasFallen ? 1.0 : 0.6))
{
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
bool onOrPastTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
|| TemplateHelper.HasReachedSegmentEndPlane(pos, _segment);
// Fallback: after a diagonal descend landing the bot can end
// up on a support block that is not yet the target block
// (footprint still off the landing column). The braking
// planner reads "remaining <= coastStop + lead" and returns
// Coast, which zeroes every input - if the bot has already
// come to rest this means the segment hangs forever and the
// pathing manager replans. When we are stopped, not inside
// the target block, and not being asked to brake, walk
// toward the target instead of coasting so the landing
// resolves in one tick-window.
if (!decision.HoldBack
&& !TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
&& horizDistSq > 0.01
&& TemplateHelper.GetHorizontalSpeed(physics) < 0.03)
{
float walkYaw = TemplateHelper.CalculateYaw(dx, dz);
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, walkYaw);
input.Forward = true;
input.Sprint = _needsSprint;
if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
return TemplateState.Complete;
return TemplateState.InProgress;
}
if (horizDistSq > 0.01 && !decision.HoldBack)
{
float groundedYaw = onOrPastTarget
? TemplateHelper.GetExitHeadingYaw(_segment)
: TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment)
? TemplateHelper.GetExitHeadingYaw(_segment)
: targetYaw;
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, groundedYaw);
}
TemplateHelper.ApplyDecision(input, decision);
if (decision.HoldBack)
TemplateHelper.FaceSegmentHeading(physics, _segment);
if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
return TemplateState.Complete;
}
else if (physics.OnClimbable)
{
if (horizDistSq > 0.25)
{
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
input.Forward = true;
}
}
else if (horizDistSq > 0.01)
{
bool onOrPastTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
|| TemplateHelper.HasReachedSegmentEndPlane(pos, _segment);
// Airborne bias toward the exit heading is only safe when
// the bot has effectively finished the current segment's
// horizontal travel: either the footprint is inside the
// landing block, or the vertical drop is small enough that
// lateral drift cannot miss the 1x1 landing column. For
// multi-block drops the bot is in the air for 8+ ticks;
// rotating yaw mid-fall (e.g. after crossing the end plane
// but still 1-2 blocks above landing) pushes sprint/walk
// momentum perpendicular to the segment and drifts the bot
// off the landing column into the void. Keep yaw pointed
// at the landing center through the whole fall on multi-Y
// descends; GroundedSegmentController rotates yaw once the
// bot is actually standing on the landing column.
double segmentYDrop = _segment.Start.Y - _segment.End.Y;
bool isSingleStepDescend = segmentYDrop <= 1.0;
bool footInsideTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd);
bool biasTowardExitInAir = footInsideTarget
|| (isSingleStepDescend
&& (onOrPastTarget
|| (_hasFallen
&& TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment, distanceThreshold: 1.5))));
float airborneYaw = biasTowardExitInAir
? TemplateHelper.GetExitHeadingYaw(_segment)
: targetYaw;
physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, airborneYaw);
if (_hasFallen || YawDifference(physics.Yaw, airborneYaw) <= PreDropYawToleranceDeg)
{
if (!_hasFallen && !_needsSprint && ShouldCoastOffLedge(pos))
{
// For short descends into a stop or turn, release forward near the lip
// so the landing stays on the intended support instead of overshooting it.
}
else if (!_hasFallen && !_needsSprint)
{
GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world);
}
else
{
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
// Multi-block descend overshoot guard: when the
// fall spans 2+ Y blocks, sprint momentum will
// carry the bot roughly one extra horizontal
// block past the planned landing. If the next
// segment prepares a jump (PrepareJump exit) the
// bot MUST land inside the planned 1x1 landing
// column so the jump takeoff has a valid footing;
// overshooting drops into the void or onto a
// block 1-2 tiers below, breaking the jump.
// Once airborne and past the landing end-plane,
// release forward input so sprint momentum decays
// via air drag over the final 1-2 ticks of fall,
// pulling the bot back into the landing column.
bool riskyOvershoot = _hasFallen
&& segmentYDrop >= 2.0
&& onOrPastTarget
&& _segment.ExitTransition == PathTransitionType.PrepareJump;
if (riskyOvershoot)
{
input.Forward = false;
input.Sprint = false;
input.Back = true;
}
else if (_segment.ExitHints.AllowAirBrake)
{
TemplateHelper.ApplyDecision(input, decision);
if (decision.HoldForward && _needsSprint)
input.Sprint = true;
}
else
{
input.Forward = true;
if (_needsSprint)
input.Sprint = true;
}
}
}
}
return TemplateState.InProgress;
}
private bool ShouldCoastOffLedge(Location pos)
{
if (_segment.ExitTransition == PathTransitionType.ContinueStraight)
return false;
double remaining = (_segment.End.X - pos.X) * _segment.HeadingX
+ (_segment.End.Z - pos.Z) * _segment.HeadingZ;
return remaining <= 0.55
&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, _segment.End);
}
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);
}
}
}