//! A pathfinding plugin to make bots able to traverse the world. //! //! Much of this code is based on [Baritone](https://github.com/cabaletta/baritone). pub mod astar; pub mod costs; mod debug; pub mod goals; pub mod mining; pub mod moves; pub mod simulation; pub mod world; use std::collections::VecDeque; use std::sync::atomic::{self, AtomicUsize}; use std::sync::Arc; use std::time::{Duration, Instant}; use azalea_client::inventory::{Inventory, InventorySet, SetSelectedHotbarSlotEvent}; use azalea_client::mining::{Mining, StartMiningBlockEvent}; use azalea_client::movement::MoveEventsSet; use azalea_client::{InstanceHolder, StartSprintEvent, StartWalkEvent}; use azalea_core::position::BlockPos; use azalea_core::tick::GameTick; use azalea_entity::metadata::Player; use azalea_entity::LocalEntity; use azalea_entity::{Physics, Position}; use azalea_physics::PhysicsSet; use azalea_world::{InstanceContainer, InstanceName}; use bevy_app::{PreUpdate, Update}; use bevy_ecs::prelude::Event; use bevy_ecs::query::Changed; use bevy_ecs::schedule::IntoSystemConfigs; use bevy_tasks::{AsyncComputeTaskPool, Task}; use futures_lite::future; use tracing::{debug, error, info, trace, warn}; use self::debug::debug_render_path_with_particles; pub use self::debug::PathfinderDebugParticles; use self::goals::Goal; use self::mining::MiningCache; use self::moves::{ExecuteCtx, IsReachedCtx, SuccessorsFn}; use crate::app::{App, Plugin}; use crate::bot::{JumpEvent, LookAtEvent}; use crate::ecs::{ component::Component, entity::Entity, event::{EventReader, EventWriter}, query::{With, Without}, system::{Commands, Query, Res}, }; use crate::pathfinder::astar::a_star; use crate::pathfinder::moves::PathfinderCtx; use crate::pathfinder::world::CachedWorld; use crate::WalkDirection; #[derive(Clone, Default)] pub struct PathfinderPlugin; impl Plugin for PathfinderPlugin { fn build(&self, app: &mut App) { app.add_event::() .add_event::() .add_event::() .add_systems( // putting systems in the GameTick schedule makes them run every Minecraft tick // (every 50 milliseconds). GameTick, ( timeout_movement, check_node_reached, tick_execute_path, check_for_path_obstruction, debug_render_path_with_particles, recalculate_near_end_of_path, recalculate_if_has_goal_but_no_path, ) .chain() .after(PhysicsSet) .after(azalea_client::movement::send_position), ) .add_systems(PreUpdate, add_default_pathfinder) .add_systems( Update, ( goto_listener, handle_tasks, path_found_listener, stop_pathfinding_on_instance_change, handle_stop_pathfinding_event, ) .chain() .before(MoveEventsSet) .before(InventorySet), ); } } /// A component that makes this client able to pathfind. #[derive(Component, Default, Clone)] pub struct Pathfinder { pub goal: Option>, pub successors_fn: Option, pub is_calculating: bool, pub allow_mining: bool, pub goto_id: Arc, } /// A component that's present on clients that are actively following a /// pathfinder path. #[derive(Component)] pub struct ExecutingPath { pub path: VecDeque>, pub queued_path: Option>>, pub last_reached_node: BlockPos, pub last_node_reached_at: Instant, pub is_path_partial: bool, } #[derive(Event)] pub struct GotoEvent { pub entity: Entity, pub goal: Arc, /// The function that's used for checking what moves are possible. Usually /// `pathfinder::moves::default_move` pub successors_fn: SuccessorsFn, /// Whether the bot is allowed to break blocks while pathfinding. pub allow_mining: bool, } #[derive(Event, Clone)] pub struct PathFoundEvent { pub entity: Entity, pub start: BlockPos, pub path: Option>>, pub is_partial: bool, pub successors_fn: SuccessorsFn, pub allow_mining: bool, } #[allow(clippy::type_complexity)] pub fn add_default_pathfinder( mut commands: Commands, mut query: Query, With, With)>, ) { for entity in &mut query { commands.entity(entity).insert(Pathfinder::default()); } } pub trait PathfinderClientExt { fn goto(&self, goal: impl Goal + Send + Sync + 'static); fn goto_without_mining(&self, goal: impl Goal + Send + Sync + 'static); fn stop_pathfinding(&self); } impl PathfinderClientExt for azalea_client::Client { /// ``` /// # use azalea::prelude::*; /// # use azalea::{BlockPos, pathfinder::goals::BlockPosGoal}; /// # fn example(bot: &Client) { /// bot.goto(BlockPosGoal(BlockPos::new(0, 70, 0))); /// # } /// ``` fn goto(&self, goal: impl Goal + Send + Sync + 'static) { self.ecs.lock().send_event(GotoEvent { entity: self.entity, goal: Arc::new(goal), successors_fn: moves::default_move, allow_mining: true, }); } /// Same as [`goto`](Self::goto). but the bot won't break any blocks while /// executing the path. fn goto_without_mining(&self, goal: impl Goal + Send + Sync + 'static) { self.ecs.lock().send_event(GotoEvent { entity: self.entity, goal: Arc::new(goal), successors_fn: moves::default_move, allow_mining: false, }); } fn stop_pathfinding(&self) { self.ecs.lock().send_event(StopPathfindingEvent { entity: self.entity, force: false, }); } } #[derive(Component)] pub struct ComputePath(Task>); pub fn goto_listener( mut commands: Commands, mut events: EventReader, mut query: Query<( &mut Pathfinder, Option<&ExecutingPath>, &Position, &InstanceName, &Inventory, )>, instance_container: Res, ) { let thread_pool = AsyncComputeTaskPool::get(); for event in events.read() { let Ok((mut pathfinder, executing_path, position, instance_name, inventory)) = query.get_mut(event.entity) else { continue; }; if event.goal.success(BlockPos::from(position)) { // we're already at the goal, nothing to do pathfinder.goal = None; pathfinder.successors_fn = None; pathfinder.is_calculating = false; continue; } // we store the goal so it can be recalculated later if necessary pathfinder.goal = Some(event.goal.clone()); pathfinder.successors_fn = Some(event.successors_fn); pathfinder.is_calculating = true; pathfinder.allow_mining = event.allow_mining; let start = if let Some(executing_path) = executing_path && let Some(final_node) = executing_path.path.back() { // if we're currently pathfinding and got a goto event, start a little ahead executing_path.path.get(20).unwrap_or(final_node).target } else { BlockPos::from(position) }; info!( "got goto, starting from {start:?} (currently at {:?})", BlockPos::from(position) ); let successors_fn: moves::SuccessorsFn = event.successors_fn; let world_lock = instance_container .get(instance_name) .expect("Entity tried to pathfind but the entity isn't in a valid world"); let goal = event.goal.clone(); let entity = event.entity; let goto_id_atomic = pathfinder.goto_id.clone(); let goto_id = goto_id_atomic.fetch_add(1, atomic::Ordering::Relaxed) + 1; let allow_mining = event.allow_mining; let mining_cache = MiningCache::new(if allow_mining { Some(inventory.inventory_menu.clone()) } else { None }); let task = thread_pool.spawn(async move { debug!("start: {start:?}"); let cached_world = CachedWorld::new(world_lock); let successors = |pos: BlockPos| { call_successors_fn(&cached_world, &mining_cache, successors_fn, pos) }; let mut attempt_number = 0; let mut path; let mut is_partial: bool; 'calculate: loop { let start_time = std::time::Instant::now(); let astar::Path { movements, partial } = a_star( start, |n| goal.heuristic(n), successors, |n| goal.success(n), Duration::from_secs(if attempt_number == 0 { 1 } else { 5 }), ); let end_time = std::time::Instant::now(); debug!("partial: {partial:?}"); let duration = end_time - start_time; if partial { if movements.is_empty() { info!("Pathfinder took {duration:?} (empty path)"); } else { info!("Pathfinder took {duration:?} (incomplete path)"); } // wait a bit so it's not a busy loop std::thread::sleep(Duration::from_millis(100)); } else { info!("Pathfinder took {duration:?}"); } debug!("Path:"); for movement in &movements { debug!(" {:?}", movement.target); } path = movements.into_iter().collect::>(); is_partial = partial; let goto_id_now = goto_id_atomic.load(atomic::Ordering::Relaxed); if goto_id != goto_id_now { // we must've done another goto while calculating this path, so throw it away warn!("finished calculating a path, but it's outdated"); return None; } if path.is_empty() && partial { if attempt_number == 0 { debug!("this path is empty, retrying with a higher timeout"); attempt_number += 1; continue 'calculate; } else { debug!("this path is empty, giving up"); break 'calculate; } } break; } Some(PathFoundEvent { entity, start, path: Some(path), is_partial, successors_fn, allow_mining, }) }); commands.entity(event.entity).insert(ComputePath(task)); } } // poll the tasks and send the PathFoundEvent if they're done pub fn handle_tasks( mut commands: Commands, mut transform_tasks: Query<(Entity, &mut ComputePath)>, mut path_found_events: EventWriter, ) { for (entity, mut task) in &mut transform_tasks { if let Some(optional_path_found_event) = future::block_on(future::poll_once(&mut task.0)) { if let Some(path_found_event) = optional_path_found_event { path_found_events.send(path_found_event); } // Task is complete, so remove task component from entity commands.entity(entity).remove::(); } } } // set the path for the target entity when we get the PathFoundEvent pub fn path_found_listener( mut events: EventReader, mut query: Query<( &mut Pathfinder, Option<&mut ExecutingPath>, &InstanceName, &Inventory, )>, instance_container: Res, mut commands: Commands, ) { for event in events.read() { let (mut pathfinder, executing_path, instance_name, inventory) = query .get_mut(event.entity) .expect("Path found for an entity that doesn't have a pathfinder"); if let Some(path) = &event.path { if let Some(mut executing_path) = executing_path { let mut new_path = VecDeque::new(); // combine the old and new paths if the first node of the new path is a // successor of the last node of the old path if let Some(last_node_of_current_path) = executing_path.path.back() { let world_lock = instance_container .get(instance_name) .expect("Entity tried to pathfind but the entity isn't in a valid world"); let successors_fn: moves::SuccessorsFn = event.successors_fn; let cached_world = CachedWorld::new(world_lock); let mining_cache = MiningCache::new(if event.allow_mining { Some(inventory.inventory_menu.clone()) } else { None }); let successors = |pos: BlockPos| { call_successors_fn(&cached_world, &mining_cache, successors_fn, pos) }; if let Some(first_node_of_new_path) = path.front() { if successors(last_node_of_current_path.target) .iter() .any(|edge| edge.movement.target == first_node_of_new_path.target) { debug!("combining old and new paths"); debug!( "old path: {:?}", executing_path.path.iter().collect::>() ); debug!("new path: {:?}", path.iter().take(10).collect::>()); new_path.extend(executing_path.path.iter().cloned()); } } else { new_path.extend(executing_path.path.iter().cloned()); } } new_path.extend(path.to_owned()); debug!( "set queued path to {:?}", new_path.iter().take(10).collect::>() ); executing_path.queued_path = Some(new_path); executing_path.is_path_partial = event.is_partial; } else if path.is_empty() { debug!("calculated path is empty, so didn't add ExecutingPath"); } else { commands.entity(event.entity).insert(ExecutingPath { path: path.to_owned(), queued_path: None, last_reached_node: event.start, last_node_reached_at: Instant::now(), is_path_partial: event.is_partial, }); debug!("set path to {:?}", path.iter().take(10).collect::>()); debug!("partial: {}", event.is_partial); } } else { error!("No path found"); if let Some(mut executing_path) = executing_path { // set the queued path so we don't stop in the middle of a move executing_path.queued_path = Some(VecDeque::new()); } else { // wasn't executing a path, don't need to do anything } } pathfinder.is_calculating = false; } } pub fn timeout_movement( mut query: Query<(&Pathfinder, &mut ExecutingPath, &Position, Option<&Mining>)>, ) { for (pathfinder, mut executing_path, position, mining) in &mut query { // don't timeout if we're mining if let Some(mining) = mining { // also make sure we're close enough to the block that's being mined if mining.pos.distance_squared_to(&BlockPos::from(position)) < 6_i32.pow(2) { // also reset the last_node_reached_at so we don't timeout after we finish // mining executing_path.last_node_reached_at = Instant::now(); continue; } } if executing_path.last_node_reached_at.elapsed() > Duration::from_secs(2) && !pathfinder.is_calculating && !executing_path.path.is_empty() { warn!("pathfinder timeout"); // the path wasn't being followed anyways, so clearing it is fine executing_path.path.clear(); executing_path.queued_path = None; executing_path.last_reached_node = BlockPos::from(position); // invalidate whatever calculation we were just doing, if any pathfinder.goto_id.fetch_add(1, atomic::Ordering::Relaxed); // set partial to true to make sure that a recalculation will happen executing_path.is_path_partial = true; // the path will get recalculated automatically because the path is // empty } } } pub fn check_node_reached( mut query: Query<( Entity, &mut Pathfinder, &mut ExecutingPath, &Position, &Physics, )>, mut walk_events: EventWriter, mut commands: Commands, ) { for (entity, mut pathfinder, mut executing_path, position, physics) in &mut query { 'skip: loop { // we check if the goal was reached *before* actually executing the movement so // we don't unnecessarily execute a movement when it wasn't necessary // see if we already reached any future nodes and can skip ahead for (i, movement) in executing_path .path .clone() .into_iter() .enumerate() .take(20) .rev() { let is_reached_ctx = IsReachedCtx { target: movement.target, start: executing_path.last_reached_node, position: **position, physics, }; let extra_strict_if_last = if i == executing_path.path.len() - 1 { let x_difference_from_center = position.x - (movement.target.x as f64 + 0.5); let z_difference_from_center = position.z - (movement.target.z as f64 + 0.5); // this is to make sure we don't fall off immediately after finishing the path physics.on_ground && BlockPos::from(position) == movement.target // adding the delta like this isn't a perfect solution but it helps to make // sure we don't keep going if our delta is high && (x_difference_from_center + physics.velocity.x).abs() < 0.2 && (z_difference_from_center + physics.velocity.z).abs() < 0.2 } else { true }; if (movement.data.is_reached)(is_reached_ctx) && extra_strict_if_last { executing_path.path = executing_path.path.split_off(i + 1); executing_path.last_reached_node = movement.target; executing_path.last_node_reached_at = Instant::now(); if let Some(new_path) = executing_path.queued_path.take() { debug!( "swapped path to {:?}", new_path.iter().take(10).collect::>() ); executing_path.path = new_path; if executing_path.path.is_empty() { info!("the path we just swapped to was empty, so reached end of path"); walk_events.send(StartWalkEvent { entity, direction: WalkDirection::None, }); commands.entity(entity).remove::(); break; } // run the function again since we just swapped continue 'skip; } if executing_path.path.is_empty() { debug!("pathfinder path is now empty"); walk_events.send(StartWalkEvent { entity, direction: WalkDirection::None, }); commands.entity(entity).remove::(); if let Some(goal) = pathfinder.goal.clone() { if goal.success(movement.target) { info!("goal was reached!"); pathfinder.goal = None; pathfinder.successors_fn = None; } } } break; } } break; } } } pub fn check_for_path_obstruction( mut query: Query<(&Pathfinder, &mut ExecutingPath, &InstanceName, &Inventory)>, instance_container: Res, ) { for (pathfinder, mut executing_path, instance_name, inventory) in &mut query { let Some(successors_fn) = pathfinder.successors_fn else { continue; }; let world_lock = instance_container .get(instance_name) .expect("Entity tried to pathfind but the entity isn't in a valid world"); // obstruction check (the path we're executing isn't possible anymore) let cached_world = CachedWorld::new(world_lock); let mining_cache = MiningCache::new(if pathfinder.allow_mining { Some(inventory.inventory_menu.clone()) } else { None }); let successors = |pos: BlockPos| call_successors_fn(&cached_world, &mining_cache, successors_fn, pos); if let Some(obstructed_index) = check_path_obstructed( executing_path.last_reached_node, &executing_path.path, successors, ) { warn!( "path obstructed at index {obstructed_index} (starting at {:?}, path: {:?})", executing_path.last_reached_node, executing_path.path ); executing_path.path.truncate(obstructed_index); executing_path.is_path_partial = true; } } } pub fn recalculate_near_end_of_path( mut query: Query<(Entity, &mut Pathfinder, &mut ExecutingPath)>, mut walk_events: EventWriter, mut goto_events: EventWriter, mut commands: Commands, ) { for (entity, mut pathfinder, mut executing_path) in &mut query { let Some(successors_fn) = pathfinder.successors_fn else { continue; }; // start recalculating if the path ends soon if (executing_path.path.len() == 20 || executing_path.path.len() < 5) && !pathfinder.is_calculating && executing_path.is_path_partial { if let Some(goal) = pathfinder.goal.as_ref().cloned() { debug!("Recalculating path because it ends soon"); debug!( "recalculate_near_end_of_path executing_path.is_path_partial: {}", executing_path.is_path_partial ); goto_events.send(GotoEvent { entity, goal, successors_fn, allow_mining: pathfinder.allow_mining, }); pathfinder.is_calculating = true; if executing_path.path.is_empty() { if let Some(new_path) = executing_path.queued_path.take() { executing_path.path = new_path; if executing_path.path.is_empty() { info!("the path we just swapped to was empty, so reached end of path"); walk_events.send(StartWalkEvent { entity, direction: WalkDirection::None, }); commands.entity(entity).remove::(); break; } } else { walk_events.send(StartWalkEvent { entity, direction: WalkDirection::None, }); commands.entity(entity).remove::(); } } } else if executing_path.path.is_empty() { // idk when this can happen but stop moving just in case walk_events.send(StartWalkEvent { entity, direction: WalkDirection::None, }); } } } } #[allow(clippy::type_complexity)] pub fn tick_execute_path( mut query: Query<( Entity, &mut ExecutingPath, &Position, &Physics, Option<&Mining>, &InstanceHolder, &Inventory, )>, mut look_at_events: EventWriter, mut sprint_events: EventWriter, mut walk_events: EventWriter, mut jump_events: EventWriter, mut start_mining_events: EventWriter, mut set_selected_hotbar_slot_events: EventWriter, ) { for (entity, executing_path, position, physics, mining, instance_holder, inventory_component) in &mut query { if let Some(movement) = executing_path.path.front() { let ctx = ExecuteCtx { entity, target: movement.target, position: **position, start: executing_path.last_reached_node, physics, is_currently_mining: mining.is_some(), instance: instance_holder.instance.clone(), menu: inventory_component.inventory_menu.clone(), look_at_events: &mut look_at_events, sprint_events: &mut sprint_events, walk_events: &mut walk_events, jump_events: &mut jump_events, start_mining_events: &mut start_mining_events, set_selected_hotbar_slot_events: &mut set_selected_hotbar_slot_events, }; trace!("executing move"); (movement.data.execute)(ctx); } } } pub fn recalculate_if_has_goal_but_no_path( mut query: Query<(Entity, &mut Pathfinder), Without>, mut goto_events: EventWriter, ) { for (entity, mut pathfinder) in &mut query { if pathfinder.goal.is_some() && !pathfinder.is_calculating { if let Some(goal) = pathfinder.goal.as_ref().cloned() { debug!("Recalculating path because it has a goal but no ExecutingPath"); goto_events.send(GotoEvent { entity, goal, successors_fn: pathfinder.successors_fn.unwrap(), allow_mining: pathfinder.allow_mining, }); pathfinder.is_calculating = true; } } } } #[derive(Event)] pub struct StopPathfindingEvent { pub entity: Entity, /// If false, then let the current movement finish before stopping. If true, /// then stop moving immediately. This might cause the bot to fall if it was /// in the middle of parkouring. pub force: bool, } pub fn handle_stop_pathfinding_event( mut events: EventReader, mut query: Query<(&mut Pathfinder, &mut ExecutingPath)>, mut walk_events: EventWriter, mut commands: Commands, ) { for event in events.read() { // stop computing any path that's being computed commands.entity(event.entity).remove::(); let Ok((mut pathfinder, mut executing_path)) = query.get_mut(event.entity) else { continue; }; pathfinder.goal = None; if event.force { executing_path.path.clear(); executing_path.queued_path = None; } else { // switch to an empty path as soon as it can executing_path.queued_path = Some(VecDeque::new()); // make sure it doesn't recalculate executing_path.is_path_partial = false; } if executing_path.path.is_empty() { walk_events.send(StartWalkEvent { entity: event.entity, direction: WalkDirection::None, }); commands.entity(event.entity).remove::(); } } } pub fn stop_pathfinding_on_instance_change( mut query: Query<(Entity, &mut ExecutingPath), Changed>, mut stop_pathfinding_events: EventWriter, ) { for (entity, mut executing_path) in &mut query { if !executing_path.path.is_empty() { debug!("instance changed, clearing path"); executing_path.path.clear(); stop_pathfinding_events.send(StopPathfindingEvent { entity, force: true, }); } } } /// Checks whether the path has been obstructed, and returns Some(index) if it /// has been. The index is of the first obstructed node. pub fn check_path_obstructed( mut current_position: BlockPos, path: &VecDeque>, successors_fn: SuccessorsFn, ) -> Option where SuccessorsFn: Fn(BlockPos) -> Vec>, { for (i, movement) in path.iter().enumerate() { let mut found_obstruction = false; for edge in successors_fn(current_position) { if edge.movement.target == movement.target { current_position = movement.target; found_obstruction = false; break; } else { found_obstruction = true; } } if found_obstruction { return Some(i); } } None } pub fn call_successors_fn( cached_world: &CachedWorld, mining_cache: &MiningCache, successors_fn: SuccessorsFn, pos: BlockPos, ) -> Vec> { let mut edges = Vec::with_capacity(16); let mut ctx = PathfinderCtx { edges: &mut edges, world: cached_world, mining_cache, }; successors_fn(&mut ctx, pos); edges } #[cfg(test)] mod tests { use std::{ collections::HashSet, sync::Arc, time::{Duration, Instant}, }; use azalea_core::position::{BlockPos, ChunkPos, Vec3}; use azalea_world::{Chunk, ChunkStorage, PartialChunkStorage}; use super::{ goals::BlockPosGoal, moves, simulation::{SimulatedPlayerBundle, Simulation}, GotoEvent, }; fn setup_blockposgoal_simulation( partial_chunks: &mut PartialChunkStorage, start_pos: BlockPos, end_pos: BlockPos, solid_blocks: Vec, ) -> Simulation { let mut simulation = setup_simulation_world(partial_chunks, start_pos, solid_blocks); // you can uncomment this while debugging tests to get trace logs // simulation.app.add_plugins(bevy_log::LogPlugin { // level: bevy_log::Level::TRACE, // filter: "".to_string(), // }); simulation.app.world.send_event(GotoEvent { entity: simulation.entity, goal: Arc::new(BlockPosGoal(end_pos)), successors_fn: moves::default_move, allow_mining: false, }); simulation } fn setup_simulation_world( partial_chunks: &mut PartialChunkStorage, start_pos: BlockPos, solid_blocks: Vec, ) -> Simulation { let mut chunk_positions = HashSet::new(); for block_pos in &solid_blocks { chunk_positions.insert(ChunkPos::from(block_pos)); } let mut chunks = ChunkStorage::default(); for chunk_pos in chunk_positions { partial_chunks.set(&chunk_pos, Some(Chunk::default()), &mut chunks); } for block_pos in solid_blocks { chunks.set_block_state(&block_pos, azalea_registry::Block::Stone.into()); } let player = SimulatedPlayerBundle::new(Vec3::new( start_pos.x as f64 + 0.5, start_pos.y as f64, start_pos.z as f64 + 0.5, )); Simulation::new(chunks, player) } pub fn assert_simulation_reaches(simulation: &mut Simulation, ticks: usize, end_pos: BlockPos) { wait_until_bot_starts_moving(simulation); for _ in 0..ticks { simulation.tick(); } assert_eq!(BlockPos::from(simulation.position()), end_pos); } pub fn wait_until_bot_starts_moving(simulation: &mut Simulation) { let start_pos = simulation.position(); let start_time = Instant::now(); while simulation.position() == start_pos && !simulation.is_mining() && start_time.elapsed() < Duration::from_millis(500) { simulation.tick(); std::thread::yield_now(); } } #[test] fn test_simple_forward() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(0, 71, 1), vec![BlockPos::new(0, 70, 0), BlockPos::new(0, 70, 1)], ); assert_simulation_reaches(&mut simulation, 20, BlockPos::new(0, 71, 1)); } #[test] fn test_double_diagonal_with_walls() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(2, 71, 2), vec![ BlockPos::new(0, 70, 0), BlockPos::new(1, 70, 1), BlockPos::new(2, 70, 2), BlockPos::new(1, 72, 0), BlockPos::new(2, 72, 1), ], ); assert_simulation_reaches(&mut simulation, 30, BlockPos::new(2, 71, 2)); } #[test] fn test_jump_with_sideways_momentum() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 3), BlockPos::new(5, 76, 0), vec![ BlockPos::new(0, 70, 3), BlockPos::new(0, 70, 2), BlockPos::new(0, 70, 1), BlockPos::new(0, 70, 0), BlockPos::new(1, 71, 0), BlockPos::new(2, 72, 0), BlockPos::new(3, 73, 0), BlockPos::new(4, 74, 0), BlockPos::new(5, 75, 0), ], ); assert_simulation_reaches(&mut simulation, 120, BlockPos::new(5, 76, 0)); } #[test] fn test_parkour_2_block_gap() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(0, 71, 3), vec![BlockPos::new(0, 70, 0), BlockPos::new(0, 70, 3)], ); assert_simulation_reaches(&mut simulation, 40, BlockPos::new(0, 71, 3)); } #[test] fn test_descend_and_parkour_2_block_gap() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(3, 67, 4), vec![ BlockPos::new(0, 70, 0), BlockPos::new(0, 69, 1), BlockPos::new(0, 68, 2), BlockPos::new(0, 67, 3), BlockPos::new(0, 66, 4), BlockPos::new(3, 66, 4), ], ); assert_simulation_reaches(&mut simulation, 100, BlockPos::new(3, 67, 4)); } #[test] fn test_small_descend_and_parkour_2_block_gap() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(0, 70, 5), vec![ BlockPos::new(0, 70, 0), BlockPos::new(0, 70, 1), BlockPos::new(0, 69, 2), BlockPos::new(0, 69, 5), ], ); assert_simulation_reaches(&mut simulation, 40, BlockPos::new(0, 70, 5)); } #[test] fn test_quickly_descend() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(0, 68, 3), vec![ BlockPos::new(0, 70, 0), BlockPos::new(0, 69, 1), BlockPos::new(0, 68, 2), BlockPos::new(0, 67, 3), ], ); assert_simulation_reaches(&mut simulation, 60, BlockPos::new(0, 68, 3)); } #[test] fn test_2_gap_ascend_thrice() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(3, 74, 0), vec![ BlockPos::new(0, 70, 0), BlockPos::new(0, 71, 3), BlockPos::new(3, 72, 3), BlockPos::new(3, 73, 0), ], ); assert_simulation_reaches(&mut simulation, 60, BlockPos::new(3, 74, 0)); } #[test] fn test_consecutive_3_gap_parkour() { let mut partial_chunks = PartialChunkStorage::default(); let mut simulation = setup_blockposgoal_simulation( &mut partial_chunks, BlockPos::new(0, 71, 0), BlockPos::new(4, 71, 12), vec![ BlockPos::new(0, 70, 0), BlockPos::new(0, 70, 4), BlockPos::new(0, 70, 8), BlockPos::new(0, 70, 12), BlockPos::new(4, 70, 12), ], ); assert_simulation_reaches(&mut simulation, 80, BlockPos::new(4, 71, 12)); } }