mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
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
388 lines
14 KiB
C#
388 lines
14 KiB
C#
using System;
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using System.Threading;
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using System.Threading.Tasks;
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Pathing.Execution.Telemetry;
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using MinecraftClient.Pathing.Goals;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution
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{
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/// <summary>
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/// Top-level navigation controller. Holds a PathExecutor, monitors its progress,
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/// and triggers replanning on failure or deviation.
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///
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/// Replans and look-ahead plans run on a background Task (Baritone equivalent:
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/// findPathInNewThread). The main tick only reads task state: either applies a
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/// completed plan or installs the next one. A look-ahead plan is speculatively
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/// started as the current executor nears the end of its segment list so that the
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/// next executor is ready to splice in without a user-visible pause.
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/// </summary>
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public sealed class PathSegmentManager
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{
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private const int MaxReplans = 5;
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private const int ReplanTimeoutMs = 3000;
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private const int LookaheadTriggerSegmentsRemaining = 2;
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private readonly Action<string>? _debugLog;
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private readonly Action<string>? _infoLog;
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private readonly IPathExecutionObserver? _observer;
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private PathExecutor? _executor;
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private PathExecutor? _nextExecutor;
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private IGoal? _goal;
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private int _replanCount;
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private Task<PathResult>? _pendingReplan;
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private CancellationTokenSource? _pendingReplanCts;
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private Task<PathResult>? _pendingLookahead;
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private CancellationTokenSource? _pendingLookaheadCts;
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private (int x, int y, int z)? _pendingLookaheadAnchor;
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public bool IsNavigating =>
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(_executor is not null && !_executor.IsComplete)
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|| _nextExecutor is not null
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|| _pendingReplan is not null;
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public int ReplanCount => _replanCount;
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public IGoal? Goal => _goal;
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public PathSegmentManager(Action<string>? debugLog = null, Action<string>? infoLog = null, IPathExecutionObserver? observer = null)
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{
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_debugLog = debugLog;
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_infoLog = infoLog;
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_observer = observer;
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}
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public void StartNavigation(IGoal goal, PathResult result)
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{
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CancelPendingTasks();
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_nextExecutor = null;
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_goal = goal;
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_replanCount = 0;
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if (result.Status == PathStatus.Failed || result.Path.Count < 2)
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{
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_infoLog?.Invoke("[PathMgr] Navigation rejected -- no path found.");
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_executor = null;
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_goal = null;
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return;
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}
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var segments = PathSegmentBuilder.FromPath(result.Path);
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_executor = new PathExecutor(segments, _debugLog, _observer);
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_infoLog?.Invoke($"[PathMgr] Navigation started: {segments.Count} segments");
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}
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public void Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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DrainPendingReplan(pos, world);
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DrainPendingLookahead();
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if (_executor is null)
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{
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// Navigation is still alive if we are waiting on a background plan to
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// come back. The next tick will promote it into _executor.
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if (_pendingReplan is not null || _nextExecutor is not null)
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{
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TryPromoteNextExecutor();
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input.Reset();
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return;
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}
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return;
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}
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var state = _executor.Tick(pos, physics, input, world);
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switch (state)
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{
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case PathExecutorState.Complete:
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HandleExecutorComplete(pos, world, input);
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break;
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case PathExecutorState.Failed:
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_infoLog?.Invoke("[PathMgr] Segment failed, replanning...");
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// The prepared next path assumes we finished the current segment
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// cleanly, so drop it when we fail.
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DiscardLookahead();
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_nextExecutor = null;
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StartReplanAsync(pos, world);
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break;
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case PathExecutorState.InProgress:
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MaybeStartLookahead(world);
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break;
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}
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}
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public void Cancel()
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{
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if (_executor is not null || _pendingReplan is not null || _nextExecutor is not null)
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{
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_infoLog?.Invoke("[PathMgr] Navigation cancelled.");
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}
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CancelPendingTasks();
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_executor = null;
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_nextExecutor = null;
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_goal = null;
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}
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private void HandleExecutorComplete(Location pos, World world, MovementInput input)
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{
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if (_goal is not null)
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{
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int px = (int)Math.Floor(pos.X);
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int py = (int)Math.Floor(pos.Y);
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int pz = (int)Math.Floor(pos.Z);
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if (!_goal.IsInGoal(px, py, pz))
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{
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if (TryPromoteNextExecutor())
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{
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_debugLog?.Invoke("[PathMgr] Spliced to prepared next segment chain.");
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return;
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}
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_infoLog?.Invoke("[PathMgr] Planned route ended before reaching goal, replanning...");
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StartReplanAsync(pos, world);
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input.Reset();
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return;
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}
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}
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_observer?.OnNavigationCompleted(_executor!.TotalTicks);
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_infoLog?.Invoke("[PathMgr] Navigation complete!");
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CancelPendingTasks();
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_executor = null;
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_nextExecutor = null;
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_goal = null;
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}
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private bool TryPromoteNextExecutor()
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{
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if (_nextExecutor is null)
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return false;
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_executor = _nextExecutor;
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_nextExecutor = null;
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return true;
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}
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private void StartReplanAsync(Location pos, World world)
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{
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_replanCount++;
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_observer?.OnReplanStarted(_replanCount, pos);
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if (_replanCount > MaxReplans)
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{
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_observer?.OnReplanFailed(_replanCount, pos);
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_infoLog?.Invoke($"[PathMgr] Giving up after {MaxReplans} replans.");
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CancelPendingTasks();
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_executor = null;
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_nextExecutor = null;
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_goal = null;
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return;
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}
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if (_goal is null)
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{
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_executor = null;
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return;
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}
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// Once we decide to replan, the currently-installed executor is discarded;
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// the new plan will replace it. We keep the executor reference until the
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// plan returns so IsNavigating reflects that work is in flight.
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if (_pendingReplan is not null)
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return;
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int sx = (int)Math.Floor(pos.X);
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int sy = (int)Math.Floor(pos.Y);
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int sz = (int)Math.Floor(pos.Z);
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var ctx = new CalculationContext(world, allowParkour: true, allowParkourAscend: true);
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if (!ctx.CanWalkThrough(sx, sy, sz) && ctx.CanWalkThrough(sx, sy + 1, sz))
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sy++;
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IGoal goal = _goal;
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_debugLog?.Invoke($"[PathMgr] Replan #{_replanCount} kicked off from ({pos.X:F2},{pos.Y:F2},{pos.Z:F2})");
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_pendingReplanCts = new CancellationTokenSource();
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CancellationToken token = _pendingReplanCts.Token;
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_pendingReplan = Task.Run(() =>
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{
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var finder = new AStarPathFinder { DebugLog = _debugLog };
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return finder.Calculate(ctx, sx, sy, sz, goal, token, ReplanTimeoutMs);
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}, token);
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// Clear the current executor so IsNavigating stays true via the pending
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// task branch. This prevents the main client from believing navigation
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// ended between "plan completes" and "plan gets installed".
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_executor = null;
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}
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private void DrainPendingReplan(Location pos, World world)
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{
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if (_pendingReplan is null)
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return;
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// When the current executor has been cleared (we are waiting for a plan
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// to install), give the background task a short budget to finish. The
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// player is standing still anyway, so trading a few ms of pause for
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// installing the new plan immediately is a clear win over letting the
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// tick return with _executor == null. This also makes tests with a
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// tight Tick poll loop deterministic: Task.Run needs the caller to
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// yield at some point so the thread-pool worker can complete.
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if (!_pendingReplan.IsCompleted && _executor is null && _nextExecutor is null)
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{
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try
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{
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_pendingReplan.Wait(20);
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}
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catch
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{
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// Exceptions are inspected via Task.IsFaulted below.
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}
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}
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if (!_pendingReplan.IsCompleted)
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return;
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Task<PathResult> task = _pendingReplan;
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_pendingReplan = null;
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var cts = _pendingReplanCts;
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_pendingReplanCts = null;
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cts?.Dispose();
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if (task.IsFaulted || task.IsCanceled)
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{
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_infoLog?.Invoke("[PathMgr] Replan task failed or was cancelled.");
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_observer?.OnReplanFailed(_replanCount, pos);
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_goal = null;
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_executor = null;
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_nextExecutor = null;
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return;
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}
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PathResult result = task.Result;
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int sx = (int)Math.Floor(pos.X);
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int sy = (int)Math.Floor(pos.Y);
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int sz = (int)Math.Floor(pos.Z);
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bool alreadyInGoal = _goal is not null && (_goal.IsInGoal(sx, sy, sz)
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|| (result.Path.Count == 1 && _goal.IsInGoal(result.Path[0].X, result.Path[0].Y, result.Path[0].Z)));
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if (alreadyInGoal)
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{
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_infoLog?.Invoke("[PathMgr] Navigation complete!");
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_executor = null;
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_nextExecutor = null;
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_goal = null;
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return;
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}
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if (result.Status == PathStatus.Failed || result.Path.Count < 2)
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{
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_observer?.OnReplanFailed(_replanCount, pos);
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_infoLog?.Invoke("[PathMgr] Replan failed -- no path found.");
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_executor = null;
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_nextExecutor = null;
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_goal = null;
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return;
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}
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var segments = PathSegmentBuilder.FromPath(result.Path);
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_observer?.OnReplanSucceeded(_replanCount, segments);
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_executor = new PathExecutor(segments, _debugLog, _observer);
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_nextExecutor = null;
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_infoLog?.Invoke($"[PathMgr] Replanned: {segments.Count} segments (replan #{_replanCount})");
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}
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private void MaybeStartLookahead(World world)
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{
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if (_pendingLookahead is not null || _nextExecutor is not null || _goal is null || _executor is null)
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return;
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int total = _executor.TotalSegments;
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int current = _executor.CurrentIndex;
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if (total - current > LookaheadTriggerSegmentsRemaining)
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return;
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// Anchor the lookahead at the final segment's end; that is where execution
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// will arrive if the current executor finishes without drift.
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PathSegment? lastSegment = _executor.LastSegment;
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if (lastSegment is null)
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return;
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int ax = (int)Math.Floor(lastSegment.End.X);
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int ay = (int)Math.Floor(lastSegment.End.Y);
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int az = (int)Math.Floor(lastSegment.End.Z);
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if (_goal.IsInGoal(ax, ay, az))
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return;
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// Avoid re-planning from the same anchor repeatedly.
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if (_pendingLookaheadAnchor is { } prev && prev == (ax, ay, az))
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return;
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var ctx = new CalculationContext(world, allowParkour: true, allowParkourAscend: true);
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IGoal goal = _goal;
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_debugLog?.Invoke($"[PathMgr] Lookahead plan kicked off from ({ax},{ay},{az})");
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_pendingLookaheadCts = new CancellationTokenSource();
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CancellationToken token = _pendingLookaheadCts.Token;
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_pendingLookaheadAnchor = (ax, ay, az);
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_pendingLookahead = Task.Run(() =>
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{
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var finder = new AStarPathFinder { DebugLog = _debugLog };
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return finder.Calculate(ctx, ax, ay, az, goal, token, ReplanTimeoutMs);
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}, token);
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}
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private void DrainPendingLookahead()
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{
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if (_pendingLookahead is null || !_pendingLookahead.IsCompleted)
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return;
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Task<PathResult> task = _pendingLookahead;
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_pendingLookahead = null;
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var cts = _pendingLookaheadCts;
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_pendingLookaheadCts = null;
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cts?.Dispose();
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if (task.IsFaulted || task.IsCanceled)
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return;
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PathResult result = task.Result;
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if (result.Status == PathStatus.Failed || result.Path.Count < 2)
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return;
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// The lookahead should continue from the anchor point. If the live
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// executor is still running, splice the prepared plan as _nextExecutor
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// so it can take over without a wait.
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var segments = PathSegmentBuilder.FromPath(result.Path);
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_nextExecutor = new PathExecutor(segments, _debugLog, _observer);
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_debugLog?.Invoke($"[PathMgr] Lookahead ready: {segments.Count} segments spliced into _nextExecutor");
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}
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private void DiscardLookahead()
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{
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_pendingLookaheadCts?.Cancel();
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_pendingLookaheadCts?.Dispose();
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_pendingLookaheadCts = null;
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_pendingLookahead = null;
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_pendingLookaheadAnchor = null;
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}
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private void CancelPendingTasks()
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{
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_pendingReplanCts?.Cancel();
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_pendingReplanCts?.Dispose();
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_pendingReplanCts = null;
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_pendingReplan = null;
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DiscardLookahead();
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}
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}
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}
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