Minecraft-Console-Client/MinecraftClient.Tests/Pathing/Execution/TransitionBrakingPlannerTests.cs
2026-04-12 18:43:33 +00:00

143 lines
5 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
using MinecraftClient.Pathing.Execution;
using MinecraftClient.Physics;
using Xunit;
namespace MinecraftClient.Tests.Pathing.Execution;
public sealed class TransitionBrakingPlannerTests
{
[Fact]
public void Plan_ReturnsCarryMomentum_ForContinueStraight()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var physics = CreatePhysics(0.156, 0.0, onGround: true);
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.ContinueStraight,
PreserveSprint = true
};
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(current, null, new Location(1.05, 80, 0.5), physics, world);
Assert.True(decision.HoldForward);
Assert.True(decision.HoldSprint);
Assert.False(decision.HoldBack);
}
[Fact]
public void Plan_BackBrakes_ForFinalStop_WhenRemainingRunwayIsTooShort()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var physics = CreatePhysics(0.156, 0.0, onGround: true);
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.FinalStop,
PreserveSprint = false
};
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(current, null, new Location(1.38, 80, 0.5), physics, world);
Assert.False(decision.HoldForward);
Assert.False(decision.HoldSprint);
Assert.True(decision.HoldBack);
}
[Fact]
public void Plan_NudgesForward_ForFinalStop_WhenAlreadySlowButStillShort()
{
World world = FlatWorldTestBuilder.CreateStoneFloor();
var physics = CreatePhysics(0.0, 0.0, onGround: true);
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.FinalStop,
PreserveSprint = false
};
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(current, null, new Location(1.41, 80, 0.5), physics, world);
Assert.True(decision.HoldForward);
Assert.False(decision.HoldSprint);
Assert.False(decision.HoldBack);
}
[Fact]
public void ShouldReleaseForwardInAir_ReturnsTrue_ForParkourIntoTurn()
{
var physics = CreatePhysics(0.32, 0.0, onGround: false);
var current = new PathSegment
{
Start = new Location(120.5, 80, 110.5),
End = new Location(123.5, 80, 110.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.Turn,
PreserveSprint = false
};
var next = new PathSegment
{
Start = new Location(123.5, 80, 110.5),
End = new Location(123.5, 80, 111.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.FinalStop
};
bool release = TransitionBrakingPlanner.ShouldReleaseForwardInAir(current, next, new Location(123.18, 80.92, 110.5), physics);
Assert.True(release);
}
[Fact]
public void Plan_BackBrakes_ForLandingRecovery_WhenNextSegmentTurns()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 108, max: 126);
FlatWorldTestBuilder.ClearBox(world, 118, 79, 108, 126, 90, 112);
FlatWorldTestBuilder.SetSolid(world, 120, 79, 110);
FlatWorldTestBuilder.SetSolid(world, 122, 79, 110);
FlatWorldTestBuilder.SetSolid(world, 122, 79, 111);
var physics = CreatePhysics(0.118, 0.018, onGround: true);
var current = new PathSegment
{
Start = new Location(120.5, 80, 110.5),
End = new Location(122.5, 80, 110.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.LandingRecovery,
PreserveSprint = false
};
var next = new PathSegment
{
Start = new Location(122.5, 80, 110.5),
End = new Location(122.5, 80, 111.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.FinalStop
};
TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(current, next, new Location(122.56, 80, 110.68), physics, world);
Assert.False(decision.HoldForward);
Assert.False(decision.HoldSprint);
Assert.True(decision.HoldBack);
}
private static PlayerPhysics CreatePhysics(double deltaX, double deltaZ, bool onGround)
{
return new PlayerPhysics
{
Position = new Vec3d(0.0, 80.0, 0.0),
DeltaMovement = new Vec3d(deltaX, 0.0, deltaZ),
OnGround = onGround,
MovementSpeed = 0.1f,
Yaw = 270f
};
}
}