Minecraft-Console-Client/MinecraftClient.Tests/Pathing/Execution/GroundedTemplateConvergenceTests.cs

266 lines
11 KiB
C#

using System;
using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
using MinecraftClient.Pathing.Execution;
using MinecraftClient.Pathing.Execution.Templates;
using MinecraftClient.Physics;
using Xunit;
namespace MinecraftClient.Tests.Pathing.Execution;
public sealed class GroundedTemplateConvergenceTests
{
[Fact]
public void WalkTemplate_FinalStop_Completes_WhenFootprintStaysInsideTargetBlock()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var segment = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.FinalStop
};
var template = new WalkTemplate(segment, null);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(segment.Start, yaw: 270f);
TemplateState state = TemplateSimulationRunner.Run(template, physics, world, maxTicks: 160, out Location finalPos);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement}");
Assert.True(TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segment.End));
}
[Fact]
public void WalkTemplate_FinalStop_Completes_WhenCenterStopsInsideTargetBlockNearEdge()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var segment = new PathSegment
{
Start = new Location(2.5, 80, 0.5),
End = new Location(3.5, 80, 0.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.FinalStop
};
var template = new WalkTemplate(segment, null);
var physics = new PlayerPhysics
{
Position = new Vec3d(3.2897, 80.0, 0.5),
DeltaMovement = Vec3d.Zero,
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 270f
};
var input = new MovementInput();
TemplateState state = template.Tick(new Location(physics.Position.X, physics.Position.Y, physics.Position.Z), physics, input, world);
Assert.Equal(TemplateState.Complete, state);
}
[Fact]
public void WalkTemplate_FinalStop_Completes_FromLiveNearGoalState_WithoutFailure()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 95, max: 115);
var segment = new PathSegment
{
Start = new Location(102.5, 80, 100.5),
End = new Location(103.5, 80, 100.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.FinalStop
};
var template = new WalkTemplate(segment, null);
var physics = new PlayerPhysics
{
Position = new Vec3d(103.36, 80.0, 100.50),
DeltaMovement = new Vec3d(0.0346, 0.0, 0.0),
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 270f
};
TemplateState state = TemplateSimulationRunner.Run(template, physics, world, maxTicks: 40, out _);
Assert.Equal(TemplateState.Complete, state);
}
[Fact]
public void WalkTemplate_PrepareJump_CompletesWithoutSettlingOnRunUpBlock()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var current = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.PrepareJump,
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(1.5, 80, 0.5),
End = new Location(3.5, 80, 0.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.FinalStop
};
var template = new WalkTemplate(current, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(current.Start, yaw: 270f);
TemplateState state = TemplateSimulationRunner.Run(template, physics, world, maxTicks: 60, out _);
Assert.Equal(TemplateState.Complete, state);
Assert.True(physics.DeltaMovement.X > 0.02);
}
[Fact]
public void WalkTemplate_TurnIntoParkour_CompletesOnlyWhenTurnEntryIsSlowAndJumpReady()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 108, max: 128);
var current = new PathSegment
{
Start = new Location(120.5, 80, 110.5),
End = new Location(121.5, 80, 110.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.Turn,
ExitHints = new PathTransitionHints(0, 1, 0.08, 0.16, false, true, true, true, 12)
};
var next = new PathSegment
{
Start = new Location(121.5, 80, 110.5),
End = new Location(121.5, 80, 111.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(0, 1, 0.12, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var template = new WalkTemplate(current, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(current.Start, yaw: 270f);
TemplateState state = TemplateSimulationRunner.Run(template, physics, world, maxTicks: 140, out Location finalPos);
double horizontalSpeed = Math.Sqrt(physics.DeltaMovement.X * physics.DeltaMovement.X + physics.DeltaMovement.Z * physics.DeltaMovement.Z);
Assert.Equal(TemplateState.Complete, state);
Assert.True(
TemplateFootingHelper.IsCenterInsideSupportStrip(finalPos, current.End, next.End),
$"finalPos={finalPos} vel={physics.DeltaMovement}");
Assert.InRange(horizontalSpeed, 0.08, 0.20);
}
[Fact]
public void DescendTemplate_LandingRecovery_CompletesOnLandingBlock()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
FlatWorldTestBuilder.ClearBox(world, 1, 79, 0, 1, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 1, 78, 0);
var segment = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 79, 0.5),
MoveType = MoveType.Descend,
ExitTransition = PathTransitionType.LandingRecovery
};
var template = new DescendTemplate(segment, null);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(segment.Start, yaw: 270f);
TemplateState state = TemplateSimulationRunner.Run(template, physics, world, maxTicks: 240, out Location finalPos);
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement}");
Assert.True(TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segment.End));
}
[Fact]
public void DescendTemplate_FinalStop_WithWallAndMisalignedYaw_CompletesOnLandingBlock()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 198, max: 204);
FlatWorldTestBuilder.ClearBox(world, 198, 79, 198, 204, 84, 202);
FlatWorldTestBuilder.FillSolid(world, 201, 79, 199, 203, 79, 201);
FlatWorldTestBuilder.SetSolid(world, 200, 80, 200);
FlatWorldTestBuilder.SetSolid(world, 200, 80, 199);
FlatWorldTestBuilder.SetSolid(world, 201, 80, 199);
FlatWorldTestBuilder.SetSolid(world, 202, 80, 199);
FlatWorldTestBuilder.SetSolid(world, 201, 81, 199);
FlatWorldTestBuilder.SetSolid(world, 202, 81, 199);
var segment = new PathSegment
{
Start = new Location(200.5, 81, 200.5),
End = new Location(201.5, 80, 200.5),
MoveType = MoveType.Descend,
ExitTransition = PathTransitionType.FinalStop
};
var template = new DescendTemplate(segment, null);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(segment.Start, yaw: 0f);
var input = new MovementInput();
var trace = new List<string>();
TemplateState state = TemplateState.InProgress;
Location finalPos = segment.Start;
for (int tick = 0; tick < 240; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (tick < 20 || state != TemplateState.InProgress || !physics.OnGround)
{
trace.Add($"tick={tick} state={state} pos={pos} vel={physics.DeltaMovement} onGround={physics.OnGround} input(F={input.Forward},B={input.Back},S={input.Sprint})");
}
if (state != TemplateState.InProgress)
{
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
break;
}
physics.ApplyInput(input);
physics.Tick(world);
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
}
Assert.True(state == TemplateState.Complete, $"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
Assert.True(TemplateFootingHelper.IsFootprintInsideTargetBlock(finalPos, segment.End));
}
[Fact]
public void DescendTemplate_AppliesAirBrake_WhenPlannerRequiresBrake()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: -2, max: 4);
FlatWorldTestBuilder.ClearBox(world, -2, 79, -2, 4, 84, 2);
FlatWorldTestBuilder.SetSolid(world, 1, 79, 0);
var segment = new PathSegment
{
Start = new Location(0.5, 81, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Descend,
ExitTransition = PathTransitionType.LandingRecovery,
ExitHints = new PathTransitionHints(1, 0, 0.0, 0.0, true, true, false, true, 12)
};
var template = new DescendTemplate(segment, null);
var physics = new PlayerPhysics
{
Position = new Vec3d(1.38, 80.56, 0.5),
DeltaMovement = new Vec3d(0.42, -0.22, 0.0),
OnGround = false,
MovementSpeed = 0.1f,
Yaw = 270f
};
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(segment, null, pos, physics, world);
var input = new MovementInput();
template.Tick(pos, physics, input, world);
Assert.Equal(TransitionBrakingDecision.Brake, decision);
Assert.True(input.Back, $"decision={decision} input(F={input.Forward},B={input.Back},S={input.Sprint})");
Assert.False(input.Forward, $"decision={decision} input(F={input.Forward},B={input.Back},S={input.Sprint})");
}
}