Minecraft-Console-Client/MinecraftClient.Tests/Pathing/Execution/GroundedTemplateConvergenceTests.cs
BruceChen 418f17b4a1 pathing: add side-wall theory, full-coverage parkour test suite, and live test fixes
Theory simulator:
- Add 2D side-wall jump physics with yaw sweep for worst-case margin
- Generate sidewall theory cases (flat/ascend/descend, wall_offset 0/1)
- Add momentum-capabilities.json with band compression and max_reach
- Extend models, capabilities, canonical, and renderers for sidewall

Full-coverage parkour test suite (tools/test-parkour.py):
- Derive test matrix from momentum-capabilities.json
- Build linear/neo/ceiling courses via RCON with 7-block clear margin
- Use /goto for pathfinding, parse A* and PathMgr log output
- Stop-at-first-failure per (family, subfamily, dy, ceil, wo) group
- Hierarchical --filter (e.g. linear/flat, ceiling/headhitter/ceil2.5)
- Exclude sidewall from default matrix (identical max_reach to linear)

Pathing execution fixes:
- Align parkour contracts and timing budgets with live test results
- Fix jump-entry yaw snapping for grounded handoffs
- Template helper and sprint jump template refinements

Made-with: Cursor
2026-04-15 17:52:47 +00:00

632 lines
26 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_PrepareJump_WithPlannerHints_CompletesOnRunUpBlock()
{
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,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
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: 120, out Location finalPos);
Assert.Equal(TemplateState.Complete, state);
Assert.True(
TemplateFootingHelper.IsCenterInsideTargetBlock(finalPos, current.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}");
}
[Fact]
public void AscendTemplate_DiagonalPrepareJump_WithPlannerHints_CompletesOnRunUpBlock()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: -1, max: 6);
FlatWorldTestBuilder.ClearBox(world, -1, 79, -1, 6, 84, 6);
FlatWorldTestBuilder.SetSolid(world, 0, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 1, 80, 1);
FlatWorldTestBuilder.SetSolid(world, 3, 80, 3);
var current = new PathSegment
{
Start = new Location(0.5, 80, 0.5),
End = new Location(1.5, 81, 1.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 1, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(1.5, 81, 1.5),
End = new Location(3.5, 81, 3.5),
MoveType = MoveType.Parkour,
ExitTransition = PathTransitionType.FinalStop
};
var template = new AscendTemplate(current, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(current.Start, yaw: 315f);
var input = new MovementInput();
var trace = new List<string>();
TemplateState state = TemplateState.InProgress;
Location finalPos = current.Start;
for (int tick = 0; tick < 140; 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)
{
trace.Add(
$"tick={tick} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
$"onGround={physics.OnGround} input(F={input.Forward},J={input.Jump},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.IsCenterInsideTargetBlock(finalPos, current.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[Fact]
public void AscendTemplate_AfterTraversePrepareJump_CompletesWithinTwentyTicks()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: -1, max: 6);
FlatWorldTestBuilder.ClearBox(world, -1, 79, -1, 6, 84, 2);
FlatWorldTestBuilder.SetSolid(world, 0, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 1, 79, 0);
FlatWorldTestBuilder.SetSolid(world, 2, 80, 0);
FlatWorldTestBuilder.SetSolid(world, 3, 81, 0);
var traverse = new PathSegment
{
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, 0.0, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var ascend = new PathSegment
{
Start = new Location(1.5, 80, 0.5),
End = new Location(2.5, 81, 0.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(2.5, 81, 0.5),
End = new Location(3.5, 82, 0.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.FinalStop
};
var physics = TemplateSimulationRunner.CreateGroundedPhysics(traverse.Start, yaw: 270f);
TemplateState traverseState = TemplateSimulationRunner.Run(new WalkTemplate(traverse, ascend), physics, world, maxTicks: 80, out _);
var template = new AscendTemplate(ascend, next);
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
int elapsedTicks = 0;
Location finalPos = ascend.Start;
for (; elapsedTicks < 80; elapsedTicks++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (state != TemplateState.InProgress)
{
finalPos = new Location(physics.Position.X, physics.Position.Y, physics.Position.Z);
break;
}
physics.ApplyInput(input);
physics.Tick(world);
}
Assert.Equal(TemplateState.Complete, traverseState);
Assert.Equal(TemplateState.Complete, state);
Assert.True(elapsedTicks <= 20, $"elapsedTicks={elapsedTicks} finalPos={finalPos} vel={physics.DeltaMovement}");
}
[Fact]
public void AscendTemplate_PrepareJump_CompletesFromOppositeYawWithinTwentyTicks()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 338, max: 344);
FlatWorldTestBuilder.ClearBox(world, 340, 80, 338, 344, 84, 342);
FlatWorldTestBuilder.FillSolid(world, 341, 80, 339, 341, 80, 341);
FlatWorldTestBuilder.FillSolid(world, 342, 81, 339, 342, 81, 341);
var segment = new PathSegment
{
Start = new Location(340.5, 80, 340.5),
End = new Location(341.5, 81, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(341.5, 81, 340.5),
End = new Location(342.5, 82, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.FinalStop
};
var template = new AscendTemplate(segment, next);
var physics = TemplateSimulationRunner.CreateGroundedPhysics(segment.Start, yaw: 90f);
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
int elapsedTicks = 0;
Location finalPos = segment.Start;
var trace = new List<string>();
for (; elapsedTicks < 80; elapsedTicks++)
{
input.Reset();
Location pos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
state = template.Tick(pos, physics, input, world);
if (elapsedTicks < 20 || state != TemplateState.InProgress)
{
trace.Add(
$"tick={elapsedTicks} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
$"onGround={physics.OnGround} input(F={input.Forward},J={input.Jump},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.Equal(TemplateState.Complete, state);
Assert.True(elapsedTicks <= 20, $"elapsedTicks={elapsedTicks} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
Assert.True(
TemplateFootingHelper.IsCenterInsideTargetBlock(finalPos, segment.End),
$"elapsedTicks={elapsedTicks} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[Fact]
public void AscendTemplate_PrepareJump_CompletesFromOffCenterRunUpState()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 338, max: 344);
FlatWorldTestBuilder.ClearBox(world, 340, 80, 338, 344, 84, 342);
FlatWorldTestBuilder.FillSolid(world, 341, 80, 339, 341, 80, 341);
FlatWorldTestBuilder.FillSolid(world, 342, 81, 339, 342, 81, 341);
var segment = new PathSegment
{
Start = new Location(340.5, 80, 340.5),
End = new Location(341.5, 81, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.10, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(341.5, 81, 340.5),
End = new Location(342.5, 82, 340.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.FinalStop
};
var template = new AscendTemplate(segment, next);
var physics = new PlayerPhysics
{
Position = new Vec3d(340.25, 80.0, 340.25),
DeltaMovement = Vec3d.Zero,
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 270f,
Pitch = 0f
};
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
Location finalPos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
var trace = new List<string>();
for (int tick = 0; tick < 80; 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)
{
trace.Add(
$"tick={tick} state={state} pos={pos} yaw={physics.Yaw:F1} vel={physics.DeltaMovement} " +
$"onGround={physics.OnGround} input(F={input.Forward},J={input.Jump},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.IsCenterInsideTargetBlock(finalPos, segment.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[Fact]
public void WalkTemplate_DiagonalPrepareJumpIntoAscend_CompletesFromTargetBlockEntry()
{
World world = FlatWorldTestBuilder.CreateStoneFloor(min: 418, max: 426);
FlatWorldTestBuilder.ClearBox(world, 418, 79, 418, 426, 84, 424);
FlatWorldTestBuilder.SetSolid(world, 420, 79, 420);
FlatWorldTestBuilder.SetSolid(world, 421, 79, 421);
FlatWorldTestBuilder.SetSolid(world, 422, 79, 422);
FlatWorldTestBuilder.SetSolid(world, 423, 80, 422);
FlatWorldTestBuilder.SetSolid(world, 424, 81, 422);
var current = new PathSegment
{
Start = new Location(421.5, 80, 421.5),
End = new Location(422.5, 80, 422.5),
MoveType = MoveType.Diagonal,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.0, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var next = new PathSegment
{
Start = new Location(422.5, 80, 422.5),
End = new Location(423.5, 81, 422.5),
MoveType = MoveType.Ascend,
ExitTransition = PathTransitionType.PrepareJump,
ExitHints = new PathTransitionHints(1, 0, 0.0, double.PositiveInfinity, false, true, true, false, 10),
PreserveSprint = true
};
var template = new WalkTemplate(current, next);
var physics = new PlayerPhysics
{
Position = new Vec3d(422.25, 80.0, 422.25),
DeltaMovement = Vec3d.Zero,
OnGround = true,
MovementSpeed = 0.1f,
Yaw = 315f,
Pitch = 0f
};
var input = new MovementInput();
TemplateState state = TemplateState.InProgress;
Location finalPos = new(physics.Position.X, physics.Position.Y, physics.Position.Z);
var trace = new List<string>();
for (int tick = 0; tick < 80; 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)
{
trace.Add(
$"tick={tick} state={state} pos={pos} yaw={physics.Yaw:F1} 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.IsCenterInsideTargetBlock(finalPos, current.End),
$"state={state} finalPos={finalPos} vel={physics.DeltaMovement}\n{string.Join('\n', trace)}");
}
[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})");
}
}