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https://github.com/MCCTeam/Minecraft-Console-Client
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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
109 lines
4.3 KiB
C#
109 lines
4.3 KiB
C#
using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Core;
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using MinecraftClient.Pathing.Moves;
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using MinecraftClient.Pathing.Moves.Impl;
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using MinecraftClient.Tests.Pathing.Execution;
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using Xunit;
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namespace MinecraftClient.Tests.Pathing.Moves;
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/// <summary>
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/// Regression tests for the Baritone-parity cardinal-split gate in
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/// <see cref="JumpFeasibility"/>'s diagonal Ascend branch. When a cardinal
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/// fallback (cardinal Walk into the dx or dz shoulder + a cardinal Ascend
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/// from there) exists, the diagonal Ascend must be rejected: it has no
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/// physical way to redirect the preceding segment's axis-aligned ground
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/// momentum into the diagonal in 2 handoff ticks, so executing it
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/// overshoots the target and loops on replan.
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/// </summary>
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public sealed class MoveJumpDiagonalAscendTests
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{
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private const int FloorY = 79;
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private static CalculationContext BuildContext(World world)
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=> new(world, allowParkour: true, allowParkourAscend: true);
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[Fact]
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public void RejectsDiagonalAscendWhenCardinalSplitIsWalkable()
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{
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// Flat floor at FloorY, so the cardinal shoulders at (1, FloorY, 0)
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// and (0, FloorY, 1) both have solid ground. The ascend target is a
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// 1-block riser on the diagonal corner at (1, FloorY+1, 1). Either
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// "walk +X first, then cardinal Ascend +Z+Y" or "walk +Z first, then
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// cardinal Ascend +X+Y" produces a stable 2-step plan, so the direct
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// diagonal Ascend must be rejected.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 1);
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var ctx = BuildContext(world);
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var move = MoveJump.DiagonalAscend(1, 1);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.True(result.IsImpossible);
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}
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[Fact]
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public void AcceptsDiagonalAscendWhenBothCardinalShouldersLackFloor()
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{
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// Island configuration: the source pillar and the diagonal ascend
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// riser are the only walk-on surfaces near the bot. The cardinal
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// shoulders are open air, so no cardinal Walk + cardinal Ascend
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// split exists and the diagonal Ascend is the genuine only option.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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world.SetBlock(new Location(1, FloorY, 0), Block.Air);
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world.SetBlock(new Location(0, FloorY, 1), Block.Air);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 1);
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var ctx = BuildContext(world);
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var move = MoveJump.DiagonalAscend(1, 1);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.False(result.IsImpossible);
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Assert.Equal(1, result.DestX);
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Assert.Equal(FloorY + 2, result.DestY);
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Assert.Equal(1, result.DestZ);
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}
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[Fact]
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public void RejectsDiagonalAscendWhenOnlyOneCardinalShoulderHasFloor()
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{
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// Only the +X shoulder has floor support; the +Z shoulder is open
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// air. Even a single viable cardinal split is enough for Baritone's
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// gate to forbid the diagonal Ascend, because A* can simply take
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// "walk +X then cardinal Ascend +Z+Y" instead.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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world.SetBlock(new Location(0, FloorY, 1), Block.Air);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 1);
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var ctx = BuildContext(world);
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var move = MoveJump.DiagonalAscend(1, 1);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.True(result.IsImpossible);
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}
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[Fact]
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public void CardinalAscendStillAcceptedOnFlatFloor()
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{
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// Sanity: the gate must not touch cardinal Ascend. A plain +X Ascend
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// onto a 1-block riser on flat floor should still plan as before.
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var world = FlatWorldTestBuilder.CreateStoneFloor(FloorY);
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FlatWorldTestBuilder.SetSolid(world, 1, FloorY + 1, 0);
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var ctx = BuildContext(world);
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var move = MoveJump.Ascend(1, 0);
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var result = default(MoveResult);
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move.Calculate(ctx, 0, FloorY + 1, 0, ref result);
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Assert.False(result.IsImpossible);
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Assert.Equal(1, result.DestX);
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Assert.Equal(FloorY + 2, result.DestY);
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}
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}
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