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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
107 lines
5.1 KiB
C#
107 lines
5.1 KiB
C#
using System;
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using MinecraftClient.Mapping;
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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/sprint toward a destination on the same Y level.
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/// Used for Traverse and Diagonal moves.
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/// </summary>
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public sealed class WalkTemplate : IActionTemplate
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{
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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 Location _lastPos;
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private int _stuckTicks;
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private int _airborneTicks;
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public WalkTemplate(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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_lastPos = segment.Start;
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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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// While approaching the end, steer via pos->end so lateral drift self-
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// corrects. Once the center has entered the target block the pos->end
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// vector becomes tiny/negative and flips yaw by ~180 degrees, which
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// fights GroundedSegmentController's exit-heading rotation and locks
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// yaw at a local equilibrium (e.g. 333 deg on a 1,1 diagonal) where
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// HeadingPenalty never drops below the 8 deg ShouldComplete gate.
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// Fall back to the stable quantized segment heading once inside the
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// target block so the completion check and exit rotation converge.
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// Skip the exit-heading bias on stable-footing Turn exits: it
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// rotates yaw mid-segment while the bot still has along-segment
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// momentum, which on a 1-block walkway drifts the bot
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// perpendicular and walks it off the edge. The next segment's
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// template snaps yaw on its first tick, so nothing is lost by
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// deferring the rotation. Keep the bias when the next segment
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// is a jump (RequireJumpReady): we need yaw aligned before
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// takeoff or the jump direction will be off.
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bool suppressBiasForSafeTurn = _segment.ExitTransition == PathTransitionType.Turn
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&& _segment.ExitHints.RequireStableFooting
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&& !_segment.ExitHints.RequireJumpReady;
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float targetYaw;
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if (!suppressBiasForSafeTurn
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&& TemplateHelper.ShouldBiasTowardExitHeading(pos, _segment))
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targetYaw = TemplateHelper.GetExitHeadingYaw(_segment);
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else if (TemplateFootingHelper.IsCenterInsideTargetBlock(pos, _segment.End))
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targetYaw = TemplateHelper.CalculateYaw(_segment.HeadingX, _segment.HeadingZ);
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else
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targetYaw = TemplateHelper.CalculateYaw(dx, dz);
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float targetPitch = TemplateHelper.CalculatePitch(dx, dy, dz);
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// Snap yaw on the first tick so we don't push forward input while the
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// bot is still rotating from whatever yaw it had before this segment
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// started (e.g. a random post-teleport orientation). Baritone-style:
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// the server accepts instant yaw updates and the narrow 1-block lanes
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// in parkour courses don't tolerate 3 ticks of sideways drift.
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physics.Yaw = _tickCount == 1
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? targetYaw
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: TemplateHelper.SmoothYaw(physics.Yaw, targetYaw);
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physics.Pitch = TemplateHelper.SmoothPitch(physics.Pitch, targetPitch);
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GroundedSegmentController.Apply(_segment, _nextSegment, pos, physics, input, world);
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if (GroundedSegmentController.ShouldComplete(_segment, pos, physics))
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return TemplateState.Complete;
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double movedSq = TemplateHelper.HorizontalDistanceSq(pos, _lastPos);
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_stuckTicks = movedSq < 0.0005 ? _stuckTicks + 1 : 0;
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_lastPos = pos;
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// Walk/Diagonal is a grounded move: if the bot is airborne for more
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// than a handful of ticks the platform is gone beneath us (e.g. we
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// rotated toward an exit heading on a narrow 1-block walkway and
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// stepped off the edge). Fail fast so the replanner can recover
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// before gravity carries the bot 10+ blocks out of position.
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_airborneTicks = physics.OnGround ? 0 : _airborneTicks + 1;
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if (_airborneTicks > 8)
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return TemplateState.Failed;
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int maxTicks = _segment.ExitTransition switch
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{
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PathTransitionType.ContinueStraight => 100,
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PathTransitionType.PrepareJump => 80,
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_ => 140
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};
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if (_stuckTicks > 40 || _tickCount > maxTicks)
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return TemplateState.Failed;
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return TemplateState.InProgress;
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}
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}
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}
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