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https://github.com/MCCTeam/Minecraft-Console-Client
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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
187 lines
8.8 KiB
C#
187 lines
8.8 KiB
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution.Templates
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{
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internal static class GroundedSegmentController
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{
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private const double FinalStopFastCompleteSpeed = 0.08;
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private const double PrepareJumpHandoffDistance = 0.40;
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internal static void Apply(PathSegment segment, PathSegment? nextSegment, Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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if (segment.ExitTransition == PathTransitionType.PrepareJump
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&& segment.ExitHints.RequireJumpReady
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&& physics.OnGround
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&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End)
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&& IsReadyToFreezeForTurn(segment, pos)
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&& TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment) > 8.0)
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{
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input.Forward = false;
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input.Sprint = false;
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input.Back = false;
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TemplateHelper.FaceExitHeading(physics, segment);
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return;
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}
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// Compute the braking decision first so rotation and input stay
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// consistent. Applying the exit-heading bias while we are still
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// braking causes the Back input (which acts opposite to yaw) to
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// push the bot perpendicular to the segment line, which on narrow
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// 1-block walkways turns into a side-off-the-edge step. Stay on
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// the segment heading for as long as we are braking and only let
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// the bias rotate us once the brake has released.
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(segment, nextSegment, pos, physics, world);
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldBack)
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{
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TemplateHelper.FaceSegmentHeading(physics, segment);
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return;
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}
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// On stable-footing Turn exits (the next segment is a walk-like
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// move, not a jump) the next template snaps yaw instantly on
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// its first tick, so pre-rotating here is unnecessary. On
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// narrow 1-block walkways the bias combined with along-segment
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// momentum pushes the bot perpendicular to the walkway and
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// walks it off the edge (the bot sprint-drifts diagonally
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// while yaw rotates ~45 deg mid-stride). For Turn exits into
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// a jump (RequireJumpReady) we still need to align yaw before
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// takeoff, so keep the bias there.
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bool suppressBiasForSafeTurn = segment.ExitTransition == PathTransitionType.Turn
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&& segment.ExitHints.RequireStableFooting
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&& !segment.ExitHints.RequireJumpReady;
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if (!suppressBiasForSafeTurn
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&& TemplateHelper.ShouldBiasTowardExitHeading(pos, segment))
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TemplateHelper.FaceExitHeading(physics, segment);
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}
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internal static bool ShouldComplete(PathSegment segment, Location pos, PlayerPhysics physics)
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{
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if (segment.ExitHints.RequireGrounded && !physics.OnGround)
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return false;
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if (segment.ExitTransition == PathTransitionType.ContinueStraight
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&& physics.OnGround)
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{
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if (TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End)
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&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, segment.End))
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{
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return true;
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}
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if (TemplateHelper.IsSettledAtEnd(pos, segment.End, physics))
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return true;
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}
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if (segment.ExitTransition == PathTransitionType.FinalStop
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&& physics.OnGround
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&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End)
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&& !TemplateFootingHelper.WillLeaveTargetBlockNextTick(pos, physics, segment.End))
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{
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return TemplateHelper.GetHorizontalSpeed(physics) <= FinalStopFastCompleteSpeed;
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}
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double exitSpeed = TemplateHelper.ProjectHorizontalSpeedAlongHint(physics, segment);
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// On Turn exits we deliberately do NOT pre-rotate yaw toward the
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// next segment's heading (see Apply() above). The next segment's
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// template snaps yaw on its first tick, so measuring heading
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// readiness against the exit heading here would deadlock the
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// handoff (bot is still facing segment heading, would never pass
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// the 15 deg gate). Measure against segment heading for Turn
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// exits with stable footing where yaw will be snapped anyway.
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bool headingReady;
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if (segment.ExitTransition == PathTransitionType.Turn
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&& segment.ExitHints.RequireStableFooting
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&& !segment.ExitHints.RequireJumpReady)
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{
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headingReady = TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment.HeadingX, segment.HeadingZ) <= 25.0
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|| TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment) <= 15.0;
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}
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else
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{
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headingReady = TemplateHelper.HeadingPenaltyDegrees(physics.Yaw, segment)
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<= (segment.ExitHints.RequireJumpReady ? 8.0 : 15.0);
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}
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if (!headingReady)
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return false;
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if (segment.ExitTransition == PathTransitionType.PrepareJump
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&& physics.OnGround
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&& segment.ExitHints.RequireJumpReady
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&& TemplateFootingHelper.IsCenterInsideTargetBlock(pos, segment.End))
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{
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if (segment.MoveType == MoveType.Ascend)
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return true;
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double handoffDistance = segment.MoveType == MoveType.Parkour
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? 0.55
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: PrepareJumpHandoffDistance;
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return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= handoffDistance;
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}
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// LandingRecovery accepts a fully-decelerated handoff: once the bot
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// has reached the target block on the ground, the segment has done
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// its job. Apply this before the MinExitSpeed gate so a Descend
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// that lands and naturally settles to zero speed (e.g. when the
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// following segment is a fresh Traverse rather than a chained
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// Parkour) can hand off cleanly. Without this early-out the bot
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// would idle inside the destination block until the segment timed
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// out, triggering an unnecessary replan.
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if (segment.ExitTransition == PathTransitionType.LandingRecovery
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&& physics.OnGround
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&& !segment.ExitHints.RequireStableFooting
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&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, segment.End))
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{
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return true;
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}
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if (exitSpeed < segment.ExitHints.MinExitSpeed)
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return false;
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if (exitSpeed > segment.ExitHints.MaxExitSpeed)
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return false;
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if (segment.ExitHints.RequireStableFooting)
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{
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return physics.OnGround
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&& (segment.ExitTransition == PathTransitionType.FinalStop
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? TemplateHelper.IsSettledAtEnd(pos, segment.End, physics)
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: TemplateHelper.IsSettledOnTargetBlock(pos, segment.End, physics));
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}
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if (segment.ExitHints.RequireJumpReady)
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{
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return physics.OnGround
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&& TemplateHelper.HasReachedSegmentEndPlane(pos, segment)
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&& exitSpeed >= segment.ExitHints.MinExitSpeed;
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}
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return segment.ExitTransition switch
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{
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PathTransitionType.ContinueStraight => TemplateHelper.IsNear(pos, segment.End, horizThresholdSq: 0.09),
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PathTransitionType.PrepareJump => TemplateHelper.HasReachedSegmentEndPlane(pos, segment)
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&& exitSpeed > 0.02,
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PathTransitionType.FinalStop => physics.OnGround && TemplateHelper.IsSettledAtEnd(pos, segment.End, physics),
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_ => physics.OnGround && TemplateHelper.IsSettledOnTargetBlock(pos, segment.End, physics)
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};
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}
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private static bool IsReadyToFreezeForTurn(PathSegment segment, Location pos)
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{
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if (segment.MoveType == MoveType.Ascend)
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return true;
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if (segment.MoveType == MoveType.Parkour
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|| (segment.HeadingX != 0 && segment.HeadingZ != 0))
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{
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return TemplateHelper.RemainingDistanceAlongSegment(pos, segment) <= PrepareJumpHandoffDistance;
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}
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return true;
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}
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}
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}
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