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https://github.com/MCCTeam/Minecraft-Console-Client
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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
167 lines
6.2 KiB
C#
167 lines
6.2 KiB
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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namespace MinecraftClient.Pathing.Moves.Impl
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{
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/// <summary>
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/// Walk off a ledge and drop 1-N blocks in a cardinal direction.
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/// For short drops (1-MaxFallHeight), uses simple scan.
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/// For longer drops, delegates to DynamicFallCost which supports:
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/// - Water/liquid safe landing
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/// - Mid-fall ladder/vine grabbing (resets effective fall height if ≤ 11 blocks)
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/// Based on Baritone's MovementDescend.dynamicFallCost design.
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/// </summary>
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public sealed class MoveDescend : IMove
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{
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public MoveType Type => MoveType.Descend;
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public int XOffset { get; }
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public int ZOffset { get; }
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public bool DynamicY => true;
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public MoveDescend(int xOffset, int zOffset)
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{
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XOffset = xOffset;
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ZOffset = zOffset;
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}
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public void Calculate(CalculationContext ctx, int x, int y, int z, ref MoveResult result)
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{
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int destX = x + XOffset;
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int destZ = z + ZOffset;
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if (!ctx.CanWalkThrough(destX, y, destZ) || !ctx.CanWalkThrough(destX, y + 1, destZ))
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{
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result.SetImpossible();
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return;
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}
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// The landing feet column must also be passable. Without this, a descend
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// into a column whose y-1 block is solid (e.g. a 2-block thick platform top
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// where (destX,y-1) is stone and (destX,y-2) is also stone) would be
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// accepted: the solid y-2 floor satisfies CanWalkOn, the y/y+1 body space
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// satisfies the step, but physically the bot just walks onto the solid
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// y-1 block at the same feet level and the Descend template waits forever
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// for a drop that can never happen -- producing an infinite replan loop.
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if (!ctx.CanWalkThrough(destX, y - 1, destZ))
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{
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result.SetImpossible();
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return;
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}
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// Don't descend from ladder/vine (unreliable)
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Material fromDown = ctx.GetMaterial(x, y - 1, z);
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if (fromDown.CanBeClimbedOn())
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{
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result.SetImpossible();
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return;
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}
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// Check for simple 1-block descend first (most common case)
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if (ctx.CanWalkOn(destX, y - 2, destZ))
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{
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Material landOn = ctx.GetMaterial(destX, y - 2, destZ);
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if (MoveHelper.IsHazardous(landOn))
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{
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result.SetImpossible();
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return;
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}
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if (ctx.GetMaterial(destX, y - 1, destZ).CanBeClimbedOn())
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{
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result.SetImpossible();
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return;
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}
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double cost = ActionCosts.WalkOffBlock + ActionCosts.FallCost(1);
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result.Set(destX, y - 1, destZ, cost);
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return;
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}
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// Not a simple 1-block drop, try dynamic fall
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DynamicFallCost(ctx, x, y, z, destX, destZ, ref result);
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}
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/// <summary>
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/// Scan downward for a safe landing, supporting water, ladder grabs, and
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/// configurable max heights. Based on Baritone's dynamicFallCost.
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/// </summary>
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private static void DynamicFallCost(
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CalculationContext ctx, int x, int y, int z,
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int destX, int destZ, ref MoveResult result)
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{
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if (!ctx.CanWalkThrough(destX, y - 2, destZ))
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{
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result.SetImpossible();
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return;
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}
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double costSoFar = 0;
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int effectiveStartHeight = y;
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// Scan starts from fallHeight=3 (2 blocks below the ledge)
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// because fallHeight=1 and =2 were already checked above
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int maxScan = ctx.MaxFallHeightWater > ctx.MaxFallHeight
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? ctx.MaxFallHeightWater
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: ctx.MaxFallHeight;
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for (int fallHeight = 3; fallHeight <= maxScan; fallHeight++)
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{
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int newY = y - fallHeight;
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if (newY < -64) break;
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Material ontoMat = ctx.GetMaterial(destX, newY, destZ);
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int unprotectedFallHeight = fallHeight - (y - effectiveStartHeight);
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double tentativeCost = ActionCosts.WalkOffBlock
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+ ActionCosts.FallCost(unprotectedFallHeight) + costSoFar;
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// Water landing: safe regardless of height (water absorbs all fall damage)
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if (MoveHelper.IsWater(ontoMat))
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{
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result.Set(destX, newY, destZ, tentativeCost);
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return;
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}
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// Mid-fall ladder/vine grab: resets effective fall height.
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// Vanilla: player grabs ladders/vines if falling speed is low enough
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// (roughly ≤ 11 blocks of unprotected free fall).
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if (ctx.AllowLadderGrabDuringFall && unprotectedFallHeight <= 11
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&& ontoMat.CanBeClimbedOn())
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{
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costSoFar += ActionCosts.FallCost(unprotectedFallHeight - 1);
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costSoFar += ActionCosts.LadderDownOne;
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effectiveStartHeight = newY;
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continue;
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}
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// Air or passable: continue falling
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if (ctx.CanWalkThrough(destX, newY, destZ))
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continue;
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// Hit something solid
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if (MoveHelper.IsHazardous(ontoMat))
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{
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result.SetImpossible();
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return;
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}
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if (!ctx.CanWalkOn(destX, newY, destZ))
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{
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result.SetImpossible();
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return;
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}
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// Solid landing: allowed if within safe fall height
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if (unprotectedFallHeight <= ctx.MaxFallHeight + 1)
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{
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result.Set(destX, newY + 1, destZ, tentativeCost);
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return;
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}
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result.SetImpossible();
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return;
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}
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result.SetImpossible();
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}
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}
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}
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