Minecraft-Console-Client/MinecraftClient/Commands/Goto.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

53 lines
2 KiB
C#

using Brigadier.NET;
using Brigadier.NET.Builder;
using MinecraftClient.CommandHandler;
using MinecraftClient.Mapping;
using static MinecraftClient.CommandHandler.CmdResult;
namespace MinecraftClient.Commands
{
public class Goto : Command
{
public override string CmdName => "goto";
public override string CmdUsage => "goto <x y z>";
public override string CmdDesc => Translations.cmd_goto_desc;
public override void RegisterCommand(CommandDispatcher<CmdResult> dispatcher)
{
dispatcher.Register(l => l.Literal("help")
.Then(l => l.Literal(CmdName)
.Executes(r => GetUsage(r.Source, string.Empty)))
);
dispatcher.Register(l => l.Literal(CmdName)
.Then(l => l.Argument("location", MccArguments.Location())
.Executes(r => DoGoto(r.Source, MccArguments.GetLocation(r, "location"))))
.Then(l => l.Literal("_help")
.Executes(r => GetUsage(r.Source, string.Empty))
.Redirect(dispatcher.GetRoot().GetChild("help").GetChild(CmdName)))
);
}
private int GetUsage(CmdResult r, string? cmd)
{
return r.SetAndReturn(GetCmdDescTranslated());
}
private static int DoGoto(CmdResult r, Location goal)
{
McClient handler = CmdResult.currentHandler!;
if (!handler.GetTerrainEnabled())
return r.SetAndReturn(Status.FailNeedTerrain);
Location current = handler.GetCurrentLocation();
goal.ToAbsolute(current);
// The A* search runs on a background task (see NavigateToGoal), so
// a generous budget no longer blocks the 20 TPS tick loop. Matches
// Baritone's multi-second default budget for interactive goto.
var (success, message) = handler.MoveToAStar(goal, timeoutMs: 15000);
return r.SetAndReturn(success ? Status.Done : Status.Fail, message);
}
}
}