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https://github.com/MCCTeam/Minecraft-Console-Client
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Two related fixes for the (255,117,220) -> (237,97,172) route reported where the bot fell out of a 22-block water descent and landed on the rim, and where /pathdiag noticeably froze and warped the bot. DescendTemplate: long-fall water-column overshoot ================================================= On segment 7 of the route, a 22-block descend Descend (254.5,113,224.5) -> (253.5,91,224.5), the bot's footprint enters the target column at the very first airborne tick (X=253.6 footprint inside [253,254], Z=224.7 footprint inside [224,225]). The previous code immediately set biasTowardExitInAir = true, rotating yaw to the next segment's exit heading (-Z) for the entire 20+ tick fall. Forward held during the fall pushed -Z momentum each tick (~0.05 m/tick equilibrium), so by landing time the bot had drifted ~1 m past the water column and landed on the dry rim (Z=223.42 vs target Z=224.5). On a real server this plunge from 22 blocks onto a non-water block would kill the bot. Two changes in DescendTemplate.cs: 1. Gate the footprint-inside-target bias for non-single-step descends behind a "near landing" check (remainingFallY <= 1.5 m, ~3 ticks of free-fall). The bias still applies on single-step descends (where the fall is too short for drift to matter) and on the final approach ticks of multi-block falls. 2. Extend the existing riskyOvershoot Back-input brake to fire on any multi-block descend whose footprint is already inside the target, not just the PrepareJump exit case. Once the bot is in the column, the segment's horizontal travel is done; releasing Forward and pressing Back kills any residual horizontal velocity so the bot falls straight into the water/landing block instead of accumulating air-control momentum from holding Forward for 20+ ticks. Verified on 1.21.11 with /pathdiag on: segment 7 now lands at (253.59,91,224.42), 0.09 m off target X and 0.08 m off target Z, well inside the target water column. PathSegmentManager: PathDiag main-thread offload ================================================= Diagnostic dumps were emitted line-by-line through _infoLog?.Invoke(), which calls Log.Info -> ConsoleIO.WriteLogLine -> file logger on the main 20 TPS tick. A slow-segment dump or failure trace produces 25-200 synchronous log calls; on the affected route a single batch took 200-500 ms on the tick thread, freezing the position-packet stream long enough for the server to lose track and then snap the bot forward when the tick resumed. Symptom on the user side: every time /pathdiag is on, the bot freezes for ~half a second, then "teleports" through the queued segments, then freezes again. Each diagnostic emission point now snapshots its lines into a List and dispatches them through DispatchDiagnosticsBatch, which appends to a single chained Task running on TaskScheduler.Default. The chain preserves emission order across batches so concurrent slow-segment and seg-> headers do not interleave. The tick path now does O(1) work per dump (build list, ContinueWith) instead of O(N) console writes. Verified by running the same /goto twice (with and without pathdiag): both runs produced identical trajectories and identical replan counts, confirming the diagnostics path no longer perturbs movement. Pathing test suite: 23 failures, identical to baseline. Live regression on prior 4 zero-replan routes ((237<->252, 237<->244)) all still complete cleanly. Made-with: Cursor
286 lines
14 KiB
C#
286 lines
14 KiB
C#
using System;
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using MinecraftClient.Mapping;
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using MinecraftClient.Pathing.Execution;
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using MinecraftClient.Physics;
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namespace MinecraftClient.Pathing.Execution.Templates
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{
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/// <summary>
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/// Walk off a ledge and drop 1-N blocks to a landing spot.
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/// Walks toward the destination; gravity handles the fall.
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/// Sprints when the horizontal distance is large (> 1.5 blocks).
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/// Supports solid landings, water landings, and mid-fall vine/ladder grabs.
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/// </summary>
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public sealed class DescendTemplate : IActionTemplate
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{
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private const float PreDropYawToleranceDeg = 12f;
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public Location ExpectedStart { get; }
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public Location ExpectedEnd { get; }
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private readonly PathSegment _segment;
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private readonly PathSegment? _nextSegment;
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private int _tickCount;
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private bool _hasFallen;
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private readonly bool _needsSprint;
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public DescendTemplate(PathSegment segment, PathSegment? nextSegment)
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{
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_segment = segment;
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_nextSegment = nextSegment;
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ExpectedStart = segment.Start;
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ExpectedEnd = segment.End;
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double hdx = segment.End.X - segment.Start.X;
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double hdz = segment.End.Z - segment.Start.Z;
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_needsSprint = (hdx * hdx + hdz * hdz) > 2.25;
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}
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public TemplateState Tick(Location pos, PlayerPhysics physics, MovementInput input, World world)
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{
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_tickCount++;
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double dx = ExpectedEnd.X - pos.X;
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double dz = ExpectedEnd.Z - pos.Z;
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double dy = ExpectedEnd.Y - pos.Y;
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double horizDistSq = dx * dx + dz * dz;
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if (!physics.OnGround)
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_hasFallen = true;
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// Completion: landed in water near destination
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if (_hasFallen && physics.InWater && horizDistSq < 0.5 && Math.Abs(dy) < 2.0)
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return TemplateState.Complete;
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// Fail if climbing up instead of descending
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if (pos.Y > ExpectedStart.Y + 2.0)
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return TemplateState.Failed;
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if (_tickCount > 200)
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return TemplateState.Failed;
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float targetYaw = TemplateHelper.CalculateYaw(dx, dz);
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float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
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physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
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// Snap yaw on the first tick to avoid a few ticks of sideways drift
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// when the bot enters this segment with a stale orientation (e.g.
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// just after a teleport or after a turn). Ledge-adjacent descends
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// cannot tolerate drift without falling off the wrong side.
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if (_tickCount == 1)
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physics.Yaw = targetYaw;
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if (physics.OnGround && Math.Abs(dy) < (_hasFallen ? 1.0 : 0.6))
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{
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
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bool onOrPastTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
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|| TemplateHelper.HasReachedSegmentEndPlane(pos, _segment);
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// Fallback: after a diagonal descend landing the bot can end
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// up on a support block that is not yet the target block
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// (footprint still off the landing column). The braking
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// planner reads "remaining <= coastStop + lead" and returns
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// Coast, which zeroes every input - if the bot has already
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// come to rest this means the segment hangs forever and the
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// pathing manager replans. When we are stopped, not inside
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// the target block, and not being asked to brake, walk
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// toward the target instead of coasting so the landing
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// resolves in one tick-window.
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if (!decision.HoldBack
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&& !TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
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&& horizDistSq > 0.01
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&& TemplateHelper.GetHorizontalSpeed(physics) < 0.03)
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{
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float walkYaw = TemplateHelper.CalculateYaw(dx, dz);
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, walkYaw);
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input.Forward = true;
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input.Sprint = _needsSprint;
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if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
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return TemplateState.Complete;
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return TemplateState.InProgress;
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}
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if (horizDistSq > 0.01 && !decision.HoldBack)
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{
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float groundedYaw = onOrPastTarget
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? TemplateHelper.GetExitHeadingYaw(_segment)
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: TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment)
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? TemplateHelper.GetExitHeadingYaw(_segment)
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: targetYaw;
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, groundedYaw);
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}
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldBack)
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TemplateHelper.FaceSegmentHeading(physics, _segment);
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if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
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return TemplateState.Complete;
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}
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else if (physics.OnClimbable)
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{
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if (horizDistSq > 0.25)
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{
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
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input.Forward = true;
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}
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}
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else if (horizDistSq > 0.01)
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{
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bool onOrPastTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd)
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|| TemplateHelper.HasReachedSegmentEndPlane(pos, _segment);
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// Airborne bias toward the exit heading is only safe when
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// the bot has effectively finished the current segment's
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// horizontal travel: either the footprint is inside the
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// landing block, or the vertical drop is small enough that
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// lateral drift cannot miss the 1x1 landing column. For
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// multi-block drops the bot is in the air for 8+ ticks;
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// rotating yaw mid-fall (e.g. after crossing the end plane
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// but still 1-2 blocks above landing) pushes sprint/walk
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// momentum perpendicular to the segment and drifts the bot
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// off the landing column into the void. Keep yaw pointed
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// at the landing center through the whole fall on multi-Y
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// descends; GroundedSegmentController rotates yaw once the
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// bot is actually standing on the landing column.
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double segmentYDrop = _segment.Start.Y - _segment.End.Y;
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bool isSingleStepDescend = segmentYDrop <= 1.0;
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bool footInsideTarget = TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, ExpectedEnd);
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// Long-descend lateral drift guard. When the bot's footprint
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// enters the landing block at the very start of a multi-block
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// fall (e.g. a 22-block water drop where target X/Z column
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// matches the launch column), `biasTowardExitInAir` would
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// immediately rotate yaw to the next segment's heading. With
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// Forward held during the entire fall, the perpendicular air
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// drift accumulates ~0.05 m/tick and over 20+ airborne ticks
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// walks the bot a full block out of the landing column, so it
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// misses the water/landing target and dies on the rim. Only
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// permit exit-heading bias for non-single-step descends once
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// the bot is within ~1.5 m of the landing Y (~3 ticks of
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// free-fall), so any exit-heading drift cannot displace the
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// landing footprint by more than a fraction of a block.
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double remainingFallY = pos.Y - _segment.End.Y;
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bool nearLanding = remainingFallY <= 1.5;
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bool biasTowardExitInAir = (footInsideTarget && (isSingleStepDescend || nearLanding))
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|| (isSingleStepDescend
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&& (onOrPastTarget
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|| (_hasFallen
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&& TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment, distanceThreshold: 1.5))));
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float airborneYaw;
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if (biasTowardExitInAir)
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{
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airborneYaw = TemplateHelper.GetExitHeadingYaw(_segment);
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}
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else if (!isSingleStepDescend)
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{
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// Multi-block descend: target-tracking yaw rotates as
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// the bot drifts past the landing column mid-fall (e.g.
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// a diagonal 3 c2c drop with dx=-1, dz=-1 starts at
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// yaw=135, the relative bearing to End flips through
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// 90 -> 0 -> 315 in 6 air ticks). With Forward input
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// held, the rotating yaw pushes air-control momentum
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// perpendicular to the planned trajectory, drifting
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// the bot ~0.5 m past the landing column and onto an
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// adjacent block one tier below. Lock airborne yaw to
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// the segment's start->end heading so air drift stays
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// aligned with the planned diagonal; the GroundedSegment
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// controller takes over once the bot is on the landing.
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airborneYaw = TemplateHelper.CalculateYaw(_segment.HeadingX, _segment.HeadingZ);
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}
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else
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{
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airborneYaw = targetYaw;
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}
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physics.Yaw = TemplateHelper.SmoothYaw(physics.Yaw, airborneYaw);
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if (_hasFallen || YawDifference(physics.Yaw, airborneYaw) <= PreDropYawToleranceDeg)
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{
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if (!_hasFallen && !_needsSprint && ShouldCoastOffLedge(pos))
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{
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// For short descends into a stop or turn, release forward near the lip
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// so the landing stays on the intended support instead of overshooting it.
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}
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else if (!_hasFallen && !_needsSprint)
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{
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GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world);
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}
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else
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{
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TransitionBrakingDecision decision = TransitionBrakingPlanner.Plan(_segment, _nextSegment, pos, physics, world);
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// Multi-block descend overshoot guard: when the
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// fall spans 2+ Y blocks, sprint momentum will
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// carry the bot roughly one extra horizontal
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// block past the planned landing. If the next
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// segment prepares a jump (PrepareJump exit) the
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// bot MUST land inside the planned 1x1 landing
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// column so the jump takeoff has a valid footing;
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// overshooting drops into the void or onto a
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// block 1-2 tiers below, breaking the jump.
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// Once airborne and past the landing end-plane,
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// release forward input so sprint momentum decays
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// via air drag over the final 1-2 ticks of fall,
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// pulling the bot back into the landing column.
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//
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// The same guard applies to long water/landing
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// drops with any non-PrepareJump exit. A 22-block
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// fall lasts 20+ airborne ticks; at ~0.2 m/tick
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// peak air-control velocity, holding Forward for
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// the entire fall accumulates 4+ m of horizontal
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// drift past the start ledge and the bot lands
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// outside the 1x1 water column. Once the
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// footprint is inside the target column, brake
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// horizontal velocity so the bot falls straight
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// down into the water/landing block.
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bool riskyOvershoot = _hasFallen
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&& segmentYDrop >= 2.0
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&& onOrPastTarget
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&& _segment.ExitTransition == PathTransitionType.PrepareJump;
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bool longFallFootprintLanding = _hasFallen
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&& segmentYDrop >= 2.0
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&& footInsideTarget;
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if (riskyOvershoot || longFallFootprintLanding)
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{
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input.Forward = false;
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input.Sprint = false;
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input.Back = true;
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}
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else if (_segment.ExitHints.AllowAirBrake)
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{
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TemplateHelper.ApplyDecision(input, decision);
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if (decision.HoldForward && _needsSprint)
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input.Sprint = true;
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}
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else
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{
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input.Forward = true;
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if (_needsSprint)
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input.Sprint = true;
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}
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}
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}
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}
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return TemplateState.InProgress;
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}
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private bool ShouldCoastOffLedge(Location pos)
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{
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if (_segment.ExitTransition == PathTransitionType.ContinueStraight)
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return false;
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double remaining = (_segment.End.X - pos.X) * _segment.HeadingX
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+ (_segment.End.Z - pos.Z) * _segment.HeadingZ;
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return remaining <= 0.55
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&& TemplateFootingHelper.IsFootprintInsideTargetBlock(pos, _segment.End);
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}
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private static float YawDifference(float current, float target)
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{
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float delta = target - current;
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while (delta > 180f) delta -= 360f;
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while (delta < -180f) delta += 360f;
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return Math.Abs(delta);
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}
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}
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}
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