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simulateGlide already implemented vanilla's firework thrust and tickState already spent the window, but nothing could ever start one: GlideBoostTicks was only ever cleared, never set, so sustained elytra flight was unreachable through the public API. Add InputState.StartGlideBoost, a caller-validated rocket use that arms the existing window. It resolves against the post-transition glide state so a rocket used on the deploy tick still thrusts, and refuses to arm when the same tick stops gliding or the player was never gliding — vanilla launches the rocket without accelerating the player there. The thrust formula and the 20-tick duration are unchanged. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Included review availability: Your plan provides up to 1 included review per hour; 0 remain after this review. 📝 WalkthroughWalkthroughThe simulator now accepts glide-boost and item-use movement inputs. Glide boosts arm during eligible gliding states and apply directional thrust for the configured window. Tests cover activation, re-arming, thrust direction, and expiration. ChangesGlide boost behavior
Priority: ⬇️ Low Estimated code review effort: 2 (Simple) | ~10 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant Caller
participant InputState
participant PlayerSimulator
Caller->>InputState: Set StartGlideBoost
InputState->>PlayerSimulator: Pass input to applyInput
PlayerSimulator->>PlayerSimulator: Arm GlideBoostTicks while gliding
PlayerSimulator->>PlayerSimulator: Apply look-direction thrust until the window expires
Suggested reviewers: Merge Risk: ⚪ Minimal · up to The glide-boost behavior and input validation are covered by the supplied tests, with no remaining merge-blocking risk identified. 🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✨ Finishing Touches 💡 1📝 Generate docstrings 💡
🧪 Generate unit tests (beta)
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Inline comments:
In `@input.go`:
- Around line 50-52: Update the StartGlideBoost comment to document that it is
also valid when StartGliding causes the resolved state to become gliding during
the same applyInput call, while retaining the existing vanilla behavior
constraints.
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input.goplayer_features_test.gosimulation.go
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The field doc said "already gliding", but applyInput resolves the glide transition before it checks the boost, so a rocket used on the same tick StartGliding deploys the elytra does thrust. That is deliberate and tested; only the wording was wrong, and it could have led callers to suppress a valid deploy-tick boost. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
What
simulateGlidealready implements vanilla's firework thrust, andtickStatealready spends the boost window. But nothing could ever start one:GlideBoostTickswas only ever read, decremented, or cleared — never set outside tests. Sustained elytra flight was unreachable through the public API.This adds
InputState.StartGlideBoost, a caller-validated rocket use that arms the existing window.Behaviour
The edge resolves against the post-transition glide state, so a rocket used on the same tick the elytra deploys still thrusts. It refuses to arm when:
The caller owns proving the rocket was actually consumed, the same way
StartSpinAttackowns proving a charged Riptide release. That keeps item/inventory policy out of bedsim, per the repo's "no policy" rule.The thrust formula and the 20-tick duration are unchanged. This is plumbing for physics that was already here and already tested, not new physics.
Ordering
applyInputarms the window →simulateGlideconsumes it on this same tick →tickStatespends one tick of it. SoGlideBoostTicksis the number of boosted ticks, not an off-by-one budget.TestGlideBoostThrustsForTheFullWindowpins that: it counts thrust ticks and asserts the count equals the constant, then asserts the following tick does not thrust.Testing
go test ./...passes. Seven new tests cover arming, the deploy-tick case, both refusal cases, re-arming a partially spent window, thrust direction, and the exact window length.Mutation-checked: disabling the new branch fails 5 of them; restoring it passes all.
Verified downstream against
lunar-bedrock/lunar#70with localreplacedirectives for this branch andoomph-ac/baritone#45— full suite, 162 packages, no failures.🤖 Generated with Claude Code
Summary by CodeRabbit
New Features
Tests