Minecraft-Console-Client/MinecraftClient.Tests/Pathing/Moves/MoveDescendTests.cs
BruceChen 5de169db64 pathing: stabilize 0-replan round-trip on ledge/descend runs
Fix a cluster of execution-layer issues that caused replans and void
falls when traversing narrow ledges and multi-block descents between
(251.5,141,210.5) and (252.5,138,220.5):

- WalkTemplate / GroundedSegmentController: suppress the pre-rotation
  bias toward the next segment's exit heading on stable-footing Turn
  exits where the next segment is not a jump.  The next template
  snaps yaw on its first tick anyway, and pre-rotating mid-stride on
  a 1-block walkway pushes sprint drift perpendicular to the path and
  walks the bot off the edge.  Turn exits into a jump still get the
  bias so the takeoff direction stays aligned.

- GroundedSegmentController.ShouldComplete: relax the headingReady
  gate for Turn exits with stable footing so the segment can complete
  once yaw is aligned with either the current or the next segment
  heading (within 25/15 deg).  Without this the removed bias would
  leave the bot stuck at the end of a walkway waiting for a rotation
  that never happens.

- DescendTemplate: restrict the airborne exit-heading bias so it only
  kicks in when the footprint is inside the landing block, or on
  single-step drops where the fall is too short for lateral drift to
  miss the landing column.  On 2+ block drops the bot now keeps yaw
  pointed at the landing center for the whole fall.

- DescendTemplate: add a multi-block overshoot guard on PrepareJump
  exits.  Once airborne and past the landing end-plane on a 2+ Y
  drop, release forward/sprint and press back briefly so air drag
  pulls the bot back into the 1x1 landing column instead of sailing
  one block past it into the neighbouring void.

Live round-trip between the two goal coordinates now completes with
zero replans in three consecutive runs in each direction.  Full unit
test suite is unchanged from the pre-existing baseline (22 failing
tests, all orthogonal to this change).

Made-with: Cursor
2026-04-22 16:43:43 +00:00

104 lines
4 KiB
C#

using MinecraftClient.Mapping;
using MinecraftClient.Pathing.Core;
using MinecraftClient.Pathing.Moves;
using MinecraftClient.Pathing.Moves.Impl;
using MinecraftClient.Tests.Pathing.Execution;
using Xunit;
namespace MinecraftClient.Tests.Pathing.Moves;
public sealed class MoveDescendTests
{
private const int FloorY = 79;
private static CalculationContext BuildContext(World world)
=> new(world, allowParkour: true, allowParkourAscend: true);
[Fact]
public void Accepts1BlockStepDown()
{
var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
// Raise the source column by one so a +X step descends 1 block.
FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
var ctx = BuildContext(world);
var move = new MoveDescend(1, 0);
var result = default(MoveResult);
// Source feet block is FloorY+2, destination feet block is FloorY+1.
move.Calculate(ctx, 0, FloorY + 2, 0, ref result);
Assert.False(result.IsImpossible);
Assert.Equal(1, result.DestX);
Assert.Equal(FloorY + 1, result.DestY);
}
/// <summary>
/// Regression: when the landing column is itself solid at y-1 (e.g. a
/// 2-block-thick platform top), MoveDescend must reject the move.
/// Previously the simple 1-block branch only checked the y-2 floor and the
/// y / y+1 body-clearance at the destination, so A* emitted a Descend that
/// the bot could never execute (it just walked onto the solid y-1 block at
/// the same feet level), producing an infinite replan loop in live play.
/// </summary>
[Fact]
public void Rejects1BlockDescendIntoSolidLandingColumn()
{
var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
// Bot stands on source pillar (0, FloorY+1), feet at FloorY+2.
FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
// Destination column is ALSO solid at the feet-landing level (y-1 of source).
// Concretely: (1, FloorY+1) is stone, (1, FloorY) is stone, and the flat
// floor under that is still there too. There is no valid 1-block drop.
FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 0);
var ctx = BuildContext(world);
var move = new MoveDescend(1, 0);
var result = default(MoveResult);
move.Calculate(ctx, 0, FloorY + 2, 0, ref result);
Assert.True(result.IsImpossible);
}
[Fact]
public void Accepts2BlockDrop()
{
// Two-tier setup: source pillar at y=FloorY+2, destination floor at y=FloorY.
var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 2, 0);
var ctx = BuildContext(world);
var move = new MoveDescend(1, 0);
var result = default(MoveResult);
// Source feet block is FloorY+3, destination column drops to FloorY+1 floor.
move.Calculate(ctx, 0, FloorY + 3, 0, ref result);
Assert.False(result.IsImpossible);
Assert.Equal(1, result.DestX);
Assert.Equal(FloorY + 1, result.DestY);
}
[Fact]
public void RejectsMultiBlockDropWhenFlightColumnIsBlocked()
{
// Source pillar at y=FloorY+2, but destination column has a solid
// block at y-1 that blocks the fall path entirely. The bot cannot
// enter the destination column at all.
var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 1, 0);
FlatWorldTestBuilder.SetSolid(world, 0, FloorY + 2, 0);
// Blocker: (1, FloorY+2) is solid -- this is the y-1 of the source feet.
FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 2, 0);
var ctx = BuildContext(world);
var move = new MoveDescend(1, 0);
var result = default(MoveResult);
move.Calculate(ctx, 0, FloorY + 3, 0, ref result);
Assert.True(result.IsImpossible);
}
}