Minecraft-Console-Client/MinecraftClient.Tests/Pathing/Execution/PathExecutorCompletionTests.cs
2026-04-18 06:14:45 +00:00

448 lines
17 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
using MinecraftClient.Pathing.Execution;
using MinecraftClient.Physics;
using System.Reflection;
using Xunit;
namespace MinecraftClient.Tests.Pathing.Execution;
public sealed class PathExecutorCompletionTests
{
[Fact]
public void Tick_ClearsMovementInput_WhenSegmentCompletes()
{
var executor = new PathExecutor(new List<PathSegment>
{
new()
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Traverse
}
});
var physics = new PlayerPhysics
{
Yaw = 270f,
Pitch = 0f,
OnGround = true
};
var input = new MovementInput
{
Forward = true,
Sprint = true,
Jump = true,
Back = true
};
var pos = new Location(1.48, 80, 0.5);
World world = FlatWorldTestBuilder.CreateStoneFloor();
var state = executor.Tick(pos, physics, input, world);
Assert.Equal(PathExecutorState.Complete, state);
Assert.False(input.Forward);
Assert.False(input.Sprint);
Assert.False(input.Jump);
Assert.False(input.Back);
}
[Fact]
public void Tick_PreservesCarryInput_WhenAdvancingIntoNextSegment()
{
var executor = new PathExecutor(new List<PathSegment>
{
new()
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 80, 0.5),
MoveType = MoveType.Traverse,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
},
new()
{
Start = new Location(1.5, 80, 0.5),
End = new Location(4.5, 80, 0.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.FinalStop
}
});
var physics = new PlayerPhysics
{
Position = new Vec3d(1.48, 80.00, 0.50),
DeltaMovement = new Vec3d(0.1178, -0.0784, 0.0),
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 270f,
Pitch = 0f
};
var input = new MovementInput();
World world = FlatWorldTestBuilder.CreateStoneFloor(min: -2, max: 8);
PathExecutorState state = executor.Tick(new Location(physics.Position.X, physics.Position.Y, physics.Position.Z), physics, input, world);
Assert.Equal(PathExecutorState.InProgress, state);
Assert.Equal(1, executor.CurrentIndex);
Assert.True(input.Forward, $"input(F={input.Forward},S={input.Sprint},J={input.Jump},B={input.Back})");
Assert.True(input.Sprint, $"input(F={input.Forward},S={input.Sprint},J={input.Jump},B={input.Back})");
Assert.False(input.Back, $"input(F={input.Forward},S={input.Sprint},J={input.Jump},B={input.Back})");
}
[Fact]
public void Tick_AdvanceFromParkourIntoParkour_IssuesJumpOnSameTick()
{
var executor = new PathExecutor(new List<PathSegment>
{
new()
{
Start = new Location(0.5, 80, 0.5),
End = new Location(3.5, 80, 0.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
},
new()
{
Start = new Location(3.5, 80, 0.5),
End = new Location(6.5, 80, 0.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.FinalStop
}
});
SetCurrentTemplate(
executor,
new CompletingTemplate(
new Location(0.5, 80, 0.5),
new Location(3.5, 80, 0.5)));
var physics = new PlayerPhysics
{
Position = new Vec3d(3.50, 80.00, 0.50),
DeltaMovement = new Vec3d(0.2200, 0.0, 0.0),
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 270f,
Pitch = 0f
};
var input = new MovementInput();
World world = FlatWorldTestBuilder.CreateStoneFloor(min: -2, max: 10);
FlatWorldTestBuilder.ClearBox(world, 1, 79, 0, 6, 82, 1);
FlatWorldTestBuilder.SetSolid(world, 0, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 3, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 6, 79, 0);
PathExecutorState state = executor.Tick(new Location(physics.Position.X, physics.Position.Y, physics.Position.Z), physics, input, world);
Assert.Equal(PathExecutorState.InProgress, state);
Assert.Equal(1, executor.CurrentIndex);
Assert.True(input.Forward, $"input(F={input.Forward},S={input.Sprint},J={input.Jump},B={input.Back})");
Assert.True(input.Sprint, $"input(F={input.Forward},S={input.Sprint},J={input.Jump},B={input.Back})");
Assert.True(input.Jump, $"input(F={input.Forward},S={input.Sprint},J={input.Jump},B={input.Back})");
Assert.False(input.Back, $"input(F={input.Forward},S={input.Sprint},J={input.Jump},B={input.Back})");
}
[Fact]
public void Tick_CompletesStraightThreeSegmentFlatPath()
{
List<PathSegment> segments = PathSegmentBuilder.FromPath(BuildNodes(
(100, 80, 100, MoveType.Traverse),
(101, 80, 100, MoveType.Traverse),
(102, 80, 100, MoveType.Traverse),
(103, 80, 100, MoveType.Traverse)));
var executor = new PathExecutor(segments);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(segments[0].Start, yaw: 270f);
var input = new MovementInput();
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 95, max: 115);
PathExecutorState state = PathExecutorState.InProgress;
for (int tick = 0; tick < 260; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = executor.Tick(pos, physics, input, world);
if (state != PathExecutorState.InProgress)
break;
physics.ApplyInput(input);
physics.Tick(world);
}
Assert.Equal(PathExecutorState.Complete, state);
}
[Fact]
public void Tick_ShortAcceptedPath_FromLiveSegmentZeroDriftState_CompletesWithoutFailure()
{
List<PathSegment> segments = PathSegmentBuilder.FromPath(BuildNodes(
(100, 80, 100, MoveType.Traverse),
(101, 80, 100, MoveType.Traverse),
(102, 80, 100, MoveType.Traverse),
(103, 80, 100, MoveType.Traverse)));
var debugLogs = new List<string>();
var executor = new PathExecutor(segments, debugLogs.Add);
var physics = new PlayerPhysics
{
Position = new Vec3d(101.56, 80.00, 100.74),
DeltaMovement = Vec3d.Zero,
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 270f,
Pitch = 0f
};
var input = new MovementInput();
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 95, max: 115);
PathExecutorState state = PathExecutorState.InProgress;
for (int tick = 0; tick < 220; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = executor.Tick(pos, physics, input, world);
if (state != PathExecutorState.InProgress)
break;
physics.ApplyInput(input);
physics.Tick(world);
}
Assert.True(state == PathExecutorState.Complete, $"state={state}\n{string.Join('\n', debugLogs)}");
}
[Fact]
public void Tick_LinearDescendGap0DyMinus2_DoesNotTurnInPlace()
{
List<PathSegment> segments = PathSegmentBuilder.FromPath(BuildNodes(
(0, 80, 0, MoveType.Traverse),
(1, 80, 0, MoveType.Traverse),
(2, 80, 0, MoveType.Traverse),
(3, 80, 0, MoveType.Traverse),
(4, 78, 0, MoveType.Descend),
(5, 76, 0, MoveType.Descend),
(6, 74, 0, MoveType.Descend)));
var debugLogs = new List<string>();
var executor = new PathExecutor(segments, debugLogs.Add);
World world = LinearParkourScenarioBuilder.Create("linear-descend-gap0-dy-2", gap: 0, deltaY: -2).BuildWorld();
var physics = TemplateSimulationRunner.CreateGroundedPhysics(new Location(0.5, 80, 0.5), yaw: 270f);
var input = new MovementInput();
var samples = new List<TurnSample>();
PathExecutorState state = PathExecutorState.InProgress;
for (int tick = 0; tick < 420; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = executor.Tick(pos, physics, input, world);
if (state != PathExecutorState.InProgress)
break;
physics.ApplyInput(input);
physics.Tick(world);
samples.Add(new TurnSample(physics.Position.X, physics.Position.Y, physics.Position.Z, physics.Yaw));
}
int turnStalls = CountTurnStalls(samples, out string stallTrace);
Assert.True(state == PathExecutorState.Complete, $"state={state}\n{string.Join('\n', debugLogs)}");
Assert.True(turnStalls == 0, $"turnStalls={turnStalls}\n{stallTrace}\n{string.Join('\n', debugLogs)}");
}
[Fact]
public void Tick_PlannedLinearDescendGap0DyMinus2_DoesNotTurnInPlace()
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create("linear-descend-gap0-dy-2", gap: 0, deltaY: -2);
PathResult planResult = PathingScenarioRunner.PlanOnly(scenario);
List<PathSegment> segments = PathSegmentBuilder.FromPath(planResult.Path);
var debugLogs = new List<string>();
var executor = new PathExecutor(segments, debugLogs.Add);
World world = scenario.BuildWorld();
var physics = TemplateSimulationRunner.CreateGroundedPhysics(scenario.Start, yaw: scenario.StartYaw);
var input = new MovementInput();
var samples = new List<TurnSample>();
PathExecutorState state = PathExecutorState.InProgress;
for (int tick = 0; tick < scenario.MaxExecutionTicks; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = executor.Tick(pos, physics, input, world);
if (state != PathExecutorState.InProgress)
break;
physics.ApplyInput(input);
physics.Tick(world);
samples.Add(new TurnSample(physics.Position.X, physics.Position.Y, physics.Position.Z, physics.Yaw));
}
int turnStalls = CountTurnStalls(samples, out string stallTrace);
string segmentTrace = string.Join('\n', segments.ConvertAll(static segment => segment.ToString()));
Assert.Equal(PathStatus.Success, planResult.Status);
Assert.True(state == PathExecutorState.Complete, $"state={state}\nsegments:\n{segmentTrace}\n{string.Join('\n', debugLogs)}");
Assert.True(turnStalls == 0, $"turnStalls={turnStalls}\n{stallTrace}\nsegments:\n{segmentTrace}\n{string.Join('\n', debugLogs)}");
}
[Fact]
public void Tick_LinearFlatGap2_CompletesWithoutFailure()
{
AssertLinearScenarioCompletes("linear-flat-gap2", gap: 2, deltaY: 0);
}
[Fact]
public void Tick_LinearAscendGap2DyPlus1_CompletesWithoutFailure()
{
AssertLinearScenarioCompletes("linear-ascend-gap2-dy+1", gap: 2, deltaY: 1);
}
[Fact]
public void Tick_LinearDescendGap2DyMinus1_CompletesWithoutFailure()
{
AssertLinearScenarioCompletes("linear-descend-gap2-dy-1", gap: 2, deltaY: -1);
}
private static List<PathNode> BuildNodes(params (int x, int y, int z, MoveType moveUsed)[] raw)
{
var result = new List<PathNode>(raw.Length);
for (int i = 0; i < raw.Length; i++)
{
var node = new PathNode(raw[i].x, raw[i].y, raw[i].z);
if (i > 0)
node.MoveUsed = raw[i].moveUsed;
result.Add(node);
}
return result;
}
private readonly record struct TurnSample(double X, double Y, double Z, float Yaw);
private sealed class CompletingTemplate(Location start, Location end) : IActionTemplate
{
public Location ExpectedStart { get; } = start;
public Location ExpectedEnd { get; } = end;
public TemplateState Tick(Location currentPos, PlayerPhysics physics, MovementInput input, World world)
{
return TemplateState.Complete;
}
}
private static int CountTurnStalls(IReadOnlyList<TurnSample> samples, out string trace)
{
const int MinSamples = 4;
const double WindowMaxTravel = 0.35;
const double MinCumulativeYaw = 180.0;
const double MinPerStepYaw = 35.0;
var traces = new List<string>();
if (samples.Count < MinSamples)
{
trace = string.Empty;
return 0;
}
static double NormalizeYawDelta(float previousYaw, float currentYaw)
{
double delta = (currentYaw - previousYaw + 180.0) % 360.0 - 180.0;
return Math.Abs(delta);
}
static double HorizontalDistance(in TurnSample a, in TurnSample b)
{
double dx = a.X - b.X;
double dz = a.Z - b.Z;
return Math.Sqrt(dx * dx + dz * dz);
}
int count = 0;
int windowStart = 0;
while (windowStart <= samples.Count - MinSamples)
{
TurnSample baseSample = samples[windowStart];
double cumulativeYaw = 0.0;
int largeSwings = 0;
bool matched = false;
for (int idx = windowStart + 1; idx < samples.Count; idx++)
{
TurnSample sample = samples[idx];
if (HorizontalDistance(baseSample, sample) > WindowMaxTravel)
break;
double yawDelta = NormalizeYawDelta(samples[idx - 1].Yaw, sample.Yaw);
cumulativeYaw += yawDelta;
if (yawDelta >= MinPerStepYaw)
largeSwings++;
int sampleCount = idx - windowStart + 1;
if (sampleCount >= MinSamples
&& largeSwings >= MinSamples - 1
&& cumulativeYaw >= MinCumulativeYaw)
{
traces.Add(
$"start={windowStart} end={idx} base=({baseSample.X:F2},{baseSample.Y:F2},{baseSample.Z:F2},{baseSample.Yaw:F1}) " +
$"last=({sample.X:F2},{sample.Y:F2},{sample.Z:F2},{sample.Yaw:F1}) yaw={cumulativeYaw:F1}");
count++;
windowStart = idx + 1;
matched = true;
break;
}
}
if (!matched)
windowStart++;
}
trace = string.Join('\n', traces);
return count;
}
private static void SetCurrentTemplate(PathExecutor executor, IActionTemplate template)
{
FieldInfo field = typeof(PathExecutor).GetField("_currentTemplate", BindingFlags.Instance | BindingFlags.NonPublic)
?? throw new InvalidOperationException("PathExecutor._currentTemplate not found");
field.SetValue(executor, template);
}
private static void AssertLinearScenarioCompletes(string scenarioId, int gap, int deltaY)
{
PathingExecutionScenario scenario = LinearParkourScenarioBuilder.Create(scenarioId, gap, deltaY);
PathResult planResult = PathingScenarioRunner.PlanOnly(scenario);
List<PathSegment> segments = PathSegmentBuilder.FromPath(planResult.Path);
var debugLogs = new List<string>();
var executor = new PathExecutor(segments, debugLogs.Add);
World world = scenario.BuildWorld();
var physics = TemplateSimulationRunner.CreateGroundedPhysics(scenario.Start, scenario.StartYaw);
var input = new MovementInput();
PathExecutorState state = PathExecutorState.InProgress;
for (int tick = 0; tick < scenario.MaxExecutionTicks; tick++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = executor.Tick(pos, physics, input, world);
if (state != PathExecutorState.InProgress)
break;
physics.ApplyInput(input);
physics.Tick(world);
}
Location finalPos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
string segmentTrace = string.Join('\n', segments.ConvertAll(static segment => segment.ToString()));
Assert.Equal(PathStatus.Success, planResult.Status);
Assert.True(
state == PathExecutorState.Complete,
$"scenario={scenarioId} state={state} finalPos={finalPos} vel={physics.DeltaMovement}\nsegments:\n{segmentTrace}\n{string.Join('\n', debugLogs)}");
}
}