Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates/GroundedSegmentController.cs
BruceChen 8ec1ccd45d pathing: 0-replan on long Descend->Traverse + cold-start 5 c2c
Two complementary fixes for live-server "stuck on a step then replan"
on the 252.5,138,220.5 -> 244.5,122,188.5 route.

Search layer (ParkourFeasibility.HasRunUp): a long flat sprint parkour
(5 c2c, horiz~5) cannot launch from a cold start. Vanilla physics show
that gap=4 dy=0 reaches 5.1075m only with 12 momentum ticks of straight
sprint windup; a 0t standing jump tops out at gap=3 (=4 c2c). When the
previous move type is not Parkour/Descend (i.e. no carried airborne
momentum) we now require two aligned back-runway blocks instead of one
so the executor actually has room to spin sprint up.

Execution layer (GroundedSegmentController.ShouldComplete): the
LandingRecovery early-out used to live below the MinExitSpeed gate. A
Descend that landed inside the destination block but naturally settled
to zero speed (e.g. when the next segment is a fresh Traverse rather
than a chained Parkour) would fail the 0.03 MinExitSpeed check and idle
inside the target block until the per-segment timeout fired, triggering
an unnecessary replan. Move the LandingRecovery footprint check above
the speed gate so a fully-decelerated handoff is accepted.

Verified live on 1.21.11-Vanilla:
- 252.5,138,220.5 -> 244.5,122,188.5: 24 segments, 0 replans (was: 1)
- 244.5,122,188.5 -> 252.5,138,220.5: 48 segments, 0 replans
- 251.5,141,210.5 -> 252.5,138,220.5: 34 segments, 0 replans
- 252.5,138,220.5 -> 251.5,141,210.5: 24 segments, 0 replans

Test suite: 297 passed / 22 known pre-existing failures, no new
regressions vs 5de169db.

Made-with: Cursor
2026-04-25 18:08:08 +00:00

187 lines
8.8 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
using MinecraftClient.Physics;
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)
{
if (segment.ExitTransition == PathTransitionType.PrepareJump
&& segment.ExitHints.RequireJumpReady
&& physics.OnGround
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End)
&& IsReadyToFreezeForTurn(segment, pos)
&& TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment) > 8.0)
{
input.Forward = false;
input.Sprint = false;
input.Back = false;
TemplateHelper.FaceExitHeading(physics, segment);
return;
}
// Compute the braking decision first so rotation and input stay
// consistent. Applying the exit-heading bias while we are still
// braking causes the Back input (which acts opposite to yaw) to
// push the bot perpendicular to the segment line, which on narrow
// 1-block walkways turns into a side-off-the-edge step. Stay on
// the segment heading for as long as we are braking and only let
// the bias rotate us once the brake has released.
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(segment, nextSegment, pos, physics, world);
TemplateHelper.ApplyDecision(input, decision);
if (decision.HoldBack)
{
TemplateHelper.FaceSegmentHeading(physics, segment);
return;
}
// On stable-footing Turn exits (the next segment is a walk-like
// move, not a jump) the next template snaps yaw instantly on
// its first tick, so pre-rotating here is unnecessary. On
// narrow 1-block walkways the bias combined with along-segment
// momentum pushes the bot perpendicular to the walkway and
// walks it off the edge (the bot sprint-drifts diagonally
// while yaw rotates ~45 deg mid-stride). For Turn exits into
// a jump (RequireJumpReady) we still need to align yaw before
// takeoff, so keep the bias there.
bool suppressBiasForSafeTurn = segment.ExitTransition == PathTransitionType.Turn
&& segment.ExitHints.RequireStableFooting
&& !segment.ExitHints.RequireJumpReady;
if (!suppressBiasForSafeTurn
&& TemplateHelper.ShouldBiasTowardExitHeading(pos, segment))
TemplateHelper.FaceExitHeading(physics, segment);
}
internal static bool ShouldComplete(PathSegment segment, Location pos, PlayerPhysics physics)
{
if (segment.ExitHints.RequireGrounded && !physics.OnGround)
return false;
if (segment.ExitTransition == PathTransitionType.ContinueStraight
&& physics.OnGround)
{
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
&& physics.OnGround
&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End)
&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, segment.End))
{
return TemplateHelper.GetHorizontalSpeed(physics) <= FinalStopFastCompleteSpeed;
}
double exitSpeed = TemplateHelper.ProjectHorizontalSpeedAlongHint(physics, segment);
// On Turn exits we deliberately do NOT pre-rotate yaw toward the
// next segment's heading (see Apply() above). The next segment's
// template snaps yaw on its first tick, so measuring heading
// readiness against the exit heading here would deadlock the
// handoff (bot is still facing segment heading, would never pass
// the 15 deg gate). Measure against segment heading for Turn
// exits with stable footing where yaw will be snapped anyway.
bool headingReady;
if (segment.ExitTransition == PathTransitionType.Turn
&& segment.ExitHints.RequireStableFooting
&& !segment.ExitHints.RequireJumpReady)
{
headingReady = TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment.HeadingX, segment.HeadingZ) <= 25.0
|| TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment) <= 15.0;
}
else
{
headingReady = TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment)
<= (segment.ExitHints.RequireJumpReady ? 8.0 : 15.0);
}
if (!headingReady)
return false;
if (segment.ExitTransition == PathTransitionType.PrepareJump
&& physics.OnGround
&& segment.ExitHints.RequireJumpReady
&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End))
{
if (segment.MoveType == MoveType.Ascend)
return true;
double handoffDistance = segment.MoveType == MoveType.Parkour
? 0.55
: PrepareJumpHandoffDistance;
return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= handoffDistance;
}
// LandingRecovery accepts a fully-decelerated handoff: once the bot
// has reached the target block on the ground, the segment has done
// its job. Apply this before the MinExitSpeed gate so a Descend
// that lands and naturally settles to zero speed (e.g. when the
// following segment is a fresh Traverse rather than a chained
// Parkour) can hand off cleanly. Without this early-out the bot
// would idle inside the destination block until the segment timed
// out, triggering an unnecessary replan.
if (segment.ExitTransition == PathTransitionType.LandingRecovery
&& physics.OnGround
&& !segment.ExitHints.RequireStableFooting
&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End))
{
return true;
}
if (exitSpeed < segment.ExitHints.MinExitSpeed)
return false;
if (exitSpeed > segment.ExitHints.MaxExitSpeed)
return false;
if (segment.ExitHints.RequireStableFooting)
{
return physics.OnGround
&& (segment.ExitTransition == PathTransitionType.FinalStop
? TemplateHelper.IsSettledAtEnd(pos, segment.End, physics)
: TemplateHelper.IsSettledOnTargetBlock(pos, segment.End, physics));
}
if (segment.ExitHints.RequireJumpReady)
{
return physics.OnGround
&& TemplateHelper.HasReachedSegmentEndPlane(pos, segment)
&& exitSpeed >= segment.ExitHints.MinExitSpeed;
}
return segment.ExitTransition switch
{
PathTransitionType.ContinueStraight => TemplateHelper.IsNear(pos, segment.End, horizThresholdSq: 0.09),
PathTransitionType.PrepareJump => TemplateHelper.HasReachedSegmentEndPlane(pos, segment)
&& exitSpeed > 0.02,
PathTransitionType.FinalStop => physics.OnGround && TemplateHelper.IsSettledAtEnd(pos, segment.End, physics),
_ => physics.OnGround && TemplateHelper.IsSettledOnTargetBlock(pos, segment.End, physics)
};
}
private static bool IsReadyToFreezeForTurn(PathSegment segment, Location pos)
{
if (segment.MoveType == MoveType.Ascend)
return true;
if (segment.MoveType == MoveType.Parkour
|| (segment.HeadingX != 0 && segment.HeadingZ != 0))
{
return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= PrepareJumpHandoffDistance;
}
return true;
}
}
}