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https://github.com/mat-1/azalea.git
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pathfinder parkour tests and fix some parkour issues
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parent
befa33a879
commit
8b65d7c95e
3 changed files with 94 additions and 24 deletions
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@ -122,7 +122,6 @@ where
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for node in best_paths.iter() {
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if node != start {
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println!("chose best node {:?}", node);
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return *node;
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}
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}
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@ -370,12 +370,12 @@ fn tick_execute_path(
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position: **position,
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physics,
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};
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let on_ground_if_last = if i == pathfinder.path.len() - 1 {
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physics.on_ground
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let extra_strict_if_last = if i == pathfinder.path.len() - 1 {
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physics.on_ground && BlockPos::from(position) == movement.target
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} else {
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true
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};
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if (movement.data.is_reached)(is_reached_ctx) && on_ground_if_last {
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if (movement.data.is_reached)(is_reached_ctx) && extra_strict_if_last {
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pathfinder.path = pathfinder.path.split_off(i + 1);
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pathfinder.last_reached_node = Some(movement.target);
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pathfinder.last_node_reached_at = Some(Instant::now());
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@ -548,7 +548,6 @@ mod tests {
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use azalea_core::position::{BlockPos, ChunkPos, Vec3};
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use azalea_world::{Chunk, ChunkStorage, PartialChunkStorage};
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use log::info;
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use super::{
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goals::BlockPosGoal,
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@ -589,7 +588,7 @@ mod tests {
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simulation.app.world.send_event(GotoEvent {
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entity: simulation.entity,
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goal: Arc::new(BlockPosGoal(end_pos)),
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successors_fn: moves::basic::basic_move,
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successors_fn: moves::default_move,
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});
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simulation
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}
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@ -627,9 +626,8 @@ mod tests {
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BlockPos::new(2, 72, 1),
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],
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);
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for i in 0..30 {
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for _ in 0..30 {
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simulation.tick();
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info!("-- tick #{i} --")
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}
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assert_eq!(
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BlockPos::from(simulation.position()),
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@ -656,13 +654,78 @@ mod tests {
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BlockPos::new(5, 75, 0),
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],
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);
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for i in 0..120 {
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for _ in 0..120 {
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simulation.tick();
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info!("-- tick #{i} --")
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}
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assert_eq!(
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BlockPos::from(simulation.position()),
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BlockPos::new(5, 76, 0)
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);
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}
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#[test]
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fn test_parkour_2_block_gap() {
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let mut partial_chunks = PartialChunkStorage::default();
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let mut simulation = setup_simulation(
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&mut partial_chunks,
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BlockPos::new(0, 71, 0),
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BlockPos::new(0, 71, 3),
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vec![BlockPos::new(0, 70, 0), BlockPos::new(0, 70, 3)],
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);
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for _ in 0..40 {
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simulation.tick();
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}
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assert_eq!(
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BlockPos::from(simulation.position()),
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BlockPos::new(0, 71, 3)
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);
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}
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#[test]
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fn test_descend_and_parkour_2_block_gap() {
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let mut partial_chunks = PartialChunkStorage::default();
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let mut simulation = setup_simulation(
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&mut partial_chunks,
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BlockPos::new(0, 71, 0),
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BlockPos::new(3, 68, 3),
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vec![
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BlockPos::new(0, 70, 0),
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BlockPos::new(0, 69, 1),
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BlockPos::new(0, 68, 2),
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BlockPos::new(0, 67, 3),
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BlockPos::new(0, 66, 4),
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BlockPos::new(3, 66, 4),
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],
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);
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for _ in 0..140 {
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simulation.tick();
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}
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assert_eq!(
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BlockPos::from(simulation.position()),
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BlockPos::new(3, 67, 4)
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);
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}
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#[test]
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fn test_quickly_descend() {
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let mut partial_chunks = PartialChunkStorage::default();
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let mut simulation = setup_simulation(
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&mut partial_chunks,
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BlockPos::new(0, 71, 0),
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BlockPos::new(0, 68, 3),
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vec![
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BlockPos::new(0, 70, 0),
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BlockPos::new(0, 69, 1),
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BlockPos::new(0, 68, 2),
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BlockPos::new(0, 67, 3),
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],
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);
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for _ in 0..40 {
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simulation.tick();
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}
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assert_eq!(
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BlockPos::from(simulation.position()),
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BlockPos::new(0, 68, 3)
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);
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}
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}
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@ -1,7 +1,10 @@
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use std::f32::consts::SQRT_2;
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use azalea_client::{SprintDirection, StartSprintEvent, StartWalkEvent, WalkDirection};
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use azalea_core::{direction::CardinalDirection, position::BlockPos};
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use azalea_core::{
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direction::CardinalDirection,
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position::{BlockPos, Vec3},
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};
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use azalea_world::Instance;
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use crate::{
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@ -140,7 +143,9 @@ fn execute_ascend_move(
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return;
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}
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if BlockPos::from(position) == start {
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jump_events.send(JumpEvent { entity });
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}
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}
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#[must_use]
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pub fn ascend_is_reached(
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@ -154,7 +159,8 @@ pub fn ascend_is_reached(
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fn descend_move(world: &Instance, pos: BlockPos) -> Vec<Edge> {
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let mut edges = Vec::new();
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for dir in CardinalDirection::iter() {
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let new_horizontal_position = pos + BlockPos::new(dir.x(), 0, dir.z());
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let dir_delta = BlockPos::new(dir.x(), 0, dir.z());
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let new_horizontal_position = pos + dir_delta;
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let fall_distance = fall_distance(&new_horizontal_position, world);
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if fall_distance == 0 || fall_distance > 3 {
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continue;
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@ -191,46 +197,48 @@ fn execute_descend_move(
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target,
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start,
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look_at_events,
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sprint_events,
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walk_events,
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position,
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..
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}: ExecuteCtx,
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) {
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let start_center = start.center();
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let center = target.center();
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let horizontal_distance_from_target = (center - position).horizontal_distance_sqr().sqrt();
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let horizontal_distance_from_start =
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(start.center() - position).horizontal_distance_sqr().sqrt();
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let dest_ahead = BlockPos::new(
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start.x + (target.x - start.x) * 2,
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target.y,
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start.z + (target.z - start.z) * 2,
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let dest_ahead = Vec3::new(
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start_center.x + (center.x - start_center.x) * 1.5,
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center.y,
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start_center.z + (center.z - start_center.z) * 1.5,
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);
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if BlockPos::from(position) != target || horizontal_distance_from_target > 0.25 {
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// if we're only falling one block then it's fine to try to overshoot
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if horizontal_distance_from_start < 1.25 || start.y - target.y == 1 {
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if horizontal_distance_from_start < 1.25 {
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// this basically just exists to avoid doing spins while we're falling
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look_at_events.send(LookAtEvent {
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entity,
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position: dest_ahead.center(),
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position: dest_ahead,
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});
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sprint_events.send(StartSprintEvent {
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walk_events.send(StartWalkEvent {
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entity,
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direction: SprintDirection::Forward,
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direction: WalkDirection::Forward,
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});
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} else {
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look_at_events.send(LookAtEvent {
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entity,
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position: center,
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});
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sprint_events.send(StartSprintEvent {
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walk_events.send(StartWalkEvent {
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entity,
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direction: SprintDirection::Forward,
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direction: WalkDirection::Forward,
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});
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}
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}
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}
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#[must_use]
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pub fn descend_is_reached(
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IsReachedCtx {
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