Commit Graph

1300 Commits

Author SHA1 Message Date
Ludovic Marie 379692f355 Port YUNG's worldgen as written; delete the old YUNG conversion and assembler
Clean-room (spec-yungsapi.md §2, §3, §5; no mod source read; the legacy
files were deleted unread). horizon-port-pack's new `yung` module carries
`yungsapi:yung_jigsaw` structures and `yungsapi:yung_single_element` pool
elements as the mods write them, so players' packs reach the YUNG draws of
the jigsaw assembler. Fields whose behaviour the specification leaves open
(adapt_noise, max_y/min_y, enhanced terrain, element conditions, modifiers,
priorities, depths, ignore_bounds) are counted as lost by name. YUNG's
other structure, placement and processor types go to the general code
(unsupported or dropped) until the specification covers them.

Deleted: legacy_structure_mods/yung.rs, horizon-world's structure/yung.rs,
the `horizon:yungsapi` keys and `horizon:disables`, which nothing writes
now. Two test initializers of the removed field (enhanced_terrain.rs,
piece_limited.rs) were removed by line from the compiler's error positions.

The layout harness now carries the mods through `horizon-port-pack carry`:
82 of 84 Better Dungeons starts match the oracle piece for piece, as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 06:19:43 +01:00
Ludovic Marie 066f07968b Merge remote-tracking branch 'origin/refactor/port-pack-legacy-structure-mods' into feat/yung-port-as-written 2026-10-25 05:38:20 +01:00
Ludovic Marie 41f8cfa3bc YUNG's API jigsaw draws: yung_jigsaw structures and yung_single_element read as written
Clean-room, from spec-yungsapi.md §2.1 and §3.1 (no mod source read).
A `yungsapi:yung_jigsaw` structure lays out with the jigsaw assembler and
YUNG's draws: the start pool's file entries shuffled, then the rotation,
then a weighted pick in the shuffled order; each jigsaw's target pool is
drawn by weight from its shuffled entries without replacement, an element
whose `name` already has `max_count` pieces skipped at no other draw.
`yungsapi:yung_single_element` places what a single element places; its
pool entry carries the name and limit.

tools/test_structure_layout_parity.py --profile betterdungeons reads the
mod's own data from its jar into an overlay of the 26.3 resources and
compares the mod world's pieces: 82 of 84 Better Dungeons starts match
piece for piece (60 small, 11 skeleton, 11 zombie dungeons, up to 790
pieces); the other 2 sit in 26.3's sulfur_caves, which 1.21.1 lacks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 05:08:43 +01:00
Ludovic Marie 1ef5b82b7d Merge pull request #1571 from ludovic111/fix/home-leak-tests
Tools and harnesses start the game in scratch folders, not a player's
2026-10-25 05:07:12 +01:00
Ludovic Marie 8948bf90c4 Structure layout harness: Horizon's starts piece by piece against the structure oracle
The clean-room structure oracle saved, for 31 starts of vanilla structures
(villages, outposts, trial chambers, shipwrecks, ruined portals, desert
pyramids over seeds 1234, 2 and 42), the no-mod world's pieces. A new
structure_pieces probe lists the starts a chunk owns, piece by piece, and
tools/test_structure_layout_parity.py compares them with those saves.

22 of the 31 match piece for piece (every village and outpost that 26.3
still places there, and the horizontal boxes of the code-built pieces).
The other 9 differ between 1.21.1 and 26.3 themselves: 26.3 vanilla's own
pieces there (VanillaChunkGenerationOracle scan) equal Horizon's for all 18
starts that differ from 1.21.1. No vanilla jigsaw fix is needed.

Templates now keep the id they were loaded under, so a piece names its
element.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 03:57:01 +01:00
Ludovic Marie fe253fe534 Server clients: dropped items and falling blocks fall by themselves between updates
A server sends an item's and a falling block's position only every 20 ticks.
As a client (multiplayer, a LAN guest, single player on its server thread)
Horizon moved them only when a position arrived, three steps towards it, so a
dropped item or falling sand hung in the air and then jumped down once a
second (#1568).

Vanilla runs ItemEntity.tick and FallingBlockEntity.tick on the client too
(gravity, collisions, drag), takes their motion from AddEntity
(recreateFromPacket) and SetEntityMotion (Entity.lerpMotion), and snaps them to
each position packet: neither overrides Entity's NO_OP InterpolationHandler.
The client now does the same, with the same ticks single player in-frame uses;
only the server removes them or places the block.

lan_e2e --check falling: the guest samples both every 2 ticks over 16 ticks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 02:36:48 +02:00
Ludovic Marie 7c27b85fbd server_pack_e2e: start the game and the servers through lab.game_env
The new home-leak test rejects scripts that set HORIZON_NO_AUDIO by hand; this one, added on main
since, did.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 02:08:31 +02:00
Ludovic Marie eaa9f3c203 Merge pull request #1651 from rdbtCVS/t3/remove-orphaned-baseline-loader-profile
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:14:55 +02:00
Ludovic Marie 75983739ec Merge branch 'main' into fix/home-leak-tests 2026-10-25 01:09:27 +02:00
Ludovic Marie 3612f51812 Game releases send people to the launcher: notes open with it, archives labelled
GitHub's "Latest release" is the newest game release, so new players download the game's archive, which
does not start on its own (#1647). Making a launcher release the latest instead would break every
installed horizon-server, install.sh and install.ps1: they ask for releases/latest and expect the game's
archives, and a server that can't update can't fetch a fix either. So the game stays the latest and says
where to go:

- The notes open with "Want to play? Download the Horizon launcher, not the files below", linking
  playhorizon.dev and the launcher releases. It is raw HTML on one line, which GitHub renders and the
  launcher's notes view and one-line summary skip (pulldown-cmark HTML events), so launchers already
  installed don't tell players to download themselves. The game footer that said the same at the bottom
  goes. The site's Releases page leaves the block out.
- release.yml gives each archive a label ("Game files the launcher installs: Linux (...)", "Dedicated
  server for Linux (...)"), which GitHub shows instead of the file name. Everything that downloads
  matches the asset's name, which is unchanged.

Fixes #1647

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 01:00:21 +02:00
rdbtCVS 7072a40701 Remove orphaned baseline loader benchmark
Co-Authored-By: OpenAI Codex <noreply@openai.com>
2026-10-24 23:25:02 +01:00
Ludovic Marie cb1c9e6935 Parity: a pass trims only its own .local directory
decorated_region compiles its oracle into chunk-generation-parity; when it
passed while chunk_generation was still running, the trim deleted
chunk_generation's dumps mid-run (FileNotFoundError on
*-987654321987-full.txt in CI on #1569, #1571 and #1584).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 23:09:48 +02:00
Ludovic Marie 7f995af677 Merge pull request #1570 from ludovic111/feat/server-packs-client 2026-10-24 21:02:56 +02:00
Ludovic Marie 16d49fe660 Merge pull request #1558 from rdbtCVS/t3/retire-java-optimization-mod
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 20:33:21 +02:00
Ludovic Marie 0c6816811c Commands: fold the block check into place_state's condition; cover /fill in the corpus
The comment names vanilla's rule (LevelChunk.setBlockState keeps or creates
the block entity when the block, not the state, is still there after
onPlace). The corpus checks the `enabled=false` flip, drops the cleanup lines
the group's closing /fill already does, and adds a powered hopper placed by
/fill, which goes through the same place_state.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 19:49:37 +02:00
Alexander Krylov 493e5f8d3a Commands: a placed block keeps its block entity when a neighbour update changes its state
/setblock created the block entity only when the state that landed matched the
requested state exactly. HopperBlock.onPlace sets enabled=false while the block is
being placed, so a hopper put into power had no inventory: /data get block answered
"not a block entity", items dropped into it stayed item entities, and
/setblock hopper{Items:[...]} dropped the NBT as well.

Compare the block at the position with the block that was placed, the way vanilla
does when it creates the entity from the placed state, before the neighbour updates
run.

Fixes #1506.

Co-Authored-By: Hermes Agent (Nous Research) <noreply@nousresearch.com>
2026-10-24 19:50:45 +03:00
Ludovic Marie ccb827282b Merge remote-tracking branch 'origin/main' into pa1/gate-1558
# Conflicts:
#	docs/vulkan.md
#	mods/horizon/src/main/java/dev/horizonlab/client/HorizonClient.java
#	mods/horizon/src/test/java/dev/horizonlab/client/DistantTerrainSettingsTest.java
#	mods/horizon/src/test/java/dev/horizonlab/metrics/ClientGraphicsIntegration.java
#	packs/START-HERE.txt
#	packs/mods.lock.json
#	tests/test_fixtures.py
#	tests/test_packs.py
#	tools/Compare-Benchmarks.html
#	tools/build_pack.py
#	tools/compare_benchmarks.py
#	tools/test_client_graphics.py
2026-10-24 18:47:57 +02:00
Ludovic Marie d271176f23 Tools and harnesses start the game in scratch folders, not a player's
The game logs into HORIZON_HOME and falls back to the player's own game folder when it is unset. Harnesses
that set only HORIZON_NO_AUDIO (and test_native_client, which set nothing) wrote logs, and on a world run
advancements, into ~/Library/Application Support/horizon.

lab.game_env gives every game a fresh HORIZON_HOME, HORIZON_LAUNCHER_HOME, XDG_DATA_HOME and XDG_CONFIG_HOME,
no audio and no launcher self-update; a folder the caller passes is kept. Every launcher of the game uses it,
parity.py gives each harness its own HORIZON_HOME, and tests/test_game_home.py fails for a script in tools/
that starts the game without it.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-24 18:34:32 +02:00
Ludovic Marie 71292d2ed7 Merge pull request #1562 from ludovic111/feat/server-pack-status 2026-10-24 18:12:16 +02:00
Ludovic Marie 46f4237b67 Merge pull request #1565 from ludovic111/fix/remote-villager-data 2026-10-24 18:03:07 +02:00
Ludovic Marie 186ab70305 Server resource packs: prompt, Server Resource Packs setting, apply and remove
Servers that push a resource pack now work (reported by scanfee on Discord:
"Servers requiring custom resource packs do not work yet"; net.rs declined
every push).

- net.rs forwards resource_pack_push and _pop in configuration and play, and
  answers in the phase the connection is in.
- The prompt is vanilla's PackConfirmScreen on a shared ConfirmScreen
  (confirm_screen.rs, now also used by the game rules screen): the required
  or optional wording, the server's message, Proceed/Disconnect or Yes/No,
  Escape for no. Declining a required pack disconnects with vanilla's reason.
- The server list's Edit screen has the Server Resource Packs cycle button
  (Enabled, Disabled, Prompt), saved as acceptTextures; the prompt's answer
  is saved there too.
- Downloaded packs go on top of the player's packs, in push order, through
  the same reload as the Resource Packs screen; they are removed on pop and
  when leaving the server.

tools/server_pack_e2e.py drives the real client against vanilla's dedicated
server or Horizon's, with a test pack (blue dirt, lang strings) from a local
HTTP server, and checks the statuses the client sends through net_capture:
decline, proceed, the cache, a wrong SHA-1, an optional pack declined and
accepted, a dead URL.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 17:20:35 +02:00
Ludovic Marie ab8b379097 Dedicated server: offer server.properties' resource pack as vanilla does
ServerResourcePackConfigurationTask: after the tags, the configuration phase
sends the pack (id from the URL when none is given, hash, required, prompt)
and waits for a final answer, with keepalives every 15 s. A declined required
pack disconnects with multiplayer.requiredTexturePrompt.disconnect, in
configuration or in play, with vanilla's log lines.

tools/test_server_resource_pack_parity.py drives a vanilla 26.3 server and
Horizon's with the same five players (declines, accepts then declines in
play, fails the download, answers after 20 s, declines an optional pack) and
compares what each one receives.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 16:21:53 +02:00
Ludovic Marie a3b4ed57b2 runtime.py: two blank lines between functions
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 16:21:21 +02:00
Ludovic Marie 4e7c25bb55 Remove shader packs
A developer of Iris showed that Horizon's shader pack code was written from
Iris's source. This removes it: the horizon-shaderpack crate, Java pack
loading and its render stages, Horizon's own WGSL packs and the example
packs, the Shader Packs screen and its option, the launcher's shader pack
browsing and installing, and the docs about them. Shader packs may come
back later as a clean-room rewrite.

The vanilla renderer and its post-processing (resolution scale, FXAA) are
unchanged. Options files that name a pack load and drop the key; the
launcher reads manifests that list a shader pack, and files in
`shaderpacks/` are never deleted.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 16:15:39 +02:00
Ludovic Marie afb638b81c lan_e2e: a guest sees villagers' types, professions, levels and new jobs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 16:06:50 +02:00
rdbtCVS 68bc9f82b6 Remove documentation of the retired Java product
Co-Authored-By: OpenAI Codex gpt-6.1-sol <noreply@openai.com>
2026-10-24 14:55:32 +01:00
rdbtCVS 06ec15f3a0 Retire the legacy Java optimization mod and performance packs
Preserve Java parity oracles and comparison benchmark instrumentation. Move their remaining dependency locks under tools/benchmark-deps and remove legacy product packaging, fixtures, and CI checks.

Co-Authored-By: OpenAI Codex gpt-6.1-sol <noreply@openai.com>
2026-10-24 14:50:55 +01:00
Ludovic Marie ca90a20992 Merge pull request #1551 from levzzz5154/fix/vehicles-server-thread
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 14:32:57 +02:00
Ludovic Marie 8a04e18b91 Measure the minecart push with the player standing half in it
Walking through the cart pushes it back once past its middle, so the
check stands the player half into the cart from the north and waits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 14:23:40 +02:00
Ludovic Marie e61e6345bc Releases: in batches of 5 pull requests, or when the oldest has waited 6 hours
One release per merge made about 40 releases in 31 hours, hard for players to follow (asked on Discord).
release-now still releases at once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 13:47:19 +02:00
Ludovic Marie 8a8348c93f Merge origin/main into fix/vehicles-server-thread
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 13:29:05 +02:00
Ludovic Marie 0a3965a7b1 Check vehicles on both sides of a LAN game
lan_e2e's vehicles check: a creative break whose block is put back stays,
a player stands on a boat, lava breaks a ridden boat and lets the rider
out, a minecart in lava breaks and a TNT one goes off, and walking into a
minecart pushes it, for the host and the guest.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 13:28:50 +02:00
Ludovic Marie 6a5c749f7c Aim extra knockback with Mth's sine table
Player.causeExtraKnockback pushes along Mth.sin/Mth.cos of the attacker's
yaw, which come from vanilla's 65536-entry table: facing east, the push
has no z at all. Horizon took f32 sin/cos, which left -4.4e-8 of z per
block of push (a sprinting or Knockback hit, on mobs and players).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 12:13:31 +02:00
Ludovic Marie c33acfdd05 Stop a guest's sprint when its hit knocks back
Player.causeExtraKnockback stops the attacker's sprint on the server, and
the shared flag reaches the attacker's own client (ServerEntity sends a
player its own dirty entity data). A guest's sprint was only stopped on
the server copy for the length of the hit and never sent, so a guest (and,
on the server thread, the window) kept sprinting: every hit while
sprinting had the sprint knockback, where vanilla's needs the sprint to
start again.

- leave_guest keeps the sprint stop a guest's hit made; a guest hitting a
  player stops its sprint too.
- The hub sends each guest its own shared flags (crouching, sprinting,
  gliding) when they change.
- A remote client takes the sprinting bit of its own shared flags (the
  flag only, as vanilla's assignValues: the speed modifier and the
  wasSprinting it compares stay, so it sends START_SPRINTING again only
  after it has stopped).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 12:13:31 +02:00
Ludovic Marie 7c83fbb6df Travel a guest's server-side velocity, and send hurts after it
A guest's (and, on the server thread, the window's) knockback started from
the velocity the last hit left on its server copy, which nothing ever
slowed down, and each hit went out at once. So every hit after the first
pushed harder (0.72, then 0.76 blocks a tick where vanilla sends 0.4 each
time), netherite resisted from the wrong base, and a zombie's hit reached
the client before the friction of the tick it landed in.

Vanilla's server simulates a player too (MoveSimulationType
AUTHORITATIVE_SIDE_AND_SERVER): ServerPlayer travels every tick with no
input, and ServerEntity.sendChanges sends a velocity a hurt marked
(Entity.markHurt) as it is after that travel. A player's melee hit is the
exception (Player.causeExtraKnockback): it sends at once, then puts the
server copy back to its velocity from before the hit.

- MotionWorld::server_travel: Player.travel with no input, keeping only
  the velocity (the client's moves place the player). The server's copy
  checks no fall damage on its own moves (isLocalInstanceAuthoritative).
- guest_server_tick runs it last, then sends the velocity if a hurt
  marked it since the last tick.
- guest_hit_by leaves a marked velocity to that; guest_struck_by (melee
  from a player) sends at once and restores.
- lan_e2e `knockback`: three hits each way push the victim as far each
  time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 12:13:30 +02:00
Ludovic Marie 50aee22996 Add a knockback harness: a dedicated server against vanilla's
tools/test_server_knockback_parity.py runs vanilla's dedicated server and
Horizon's (`--dedicated --nogui`) on one flat world and joins both with two
vanilla-codec players (KnockbackClient):

- Alice hits a cow and a zombie (plain, sprinting, Knockback II, critical,
  in the air); the game is frozen around the hit and stepped a tick at a
  time, and the mob's Motion and Pos over 20 ticks are compared exactly;
- Alice hits Bob (the same, a shield, netherite, two hits, two sprinting
  hits, a mace smash, a stronger hit inside the hurt cooldown): Bob's own
  motion packets, Alice's and her sprint flag are compared;
- a zombie hits Bob twice: his motion packets.

7 of 21 cases match on main. KNOWN lists the other 14 with their causes:
the guest's server-side velocity never travels (knockback adds up from hit
to hit), the server never sends a guest its own sprint flag, the extra
knockback's direction uses f32 sin/cos instead of Mth's table, a hit in
the hurt cooldown still knocks back, and a mace smash on a player runs
none of MaceItem.hurtEnemy.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 11:23:04 +02:00
Ludovic Marie c466c5ddad Merge remote-tracking branch 'origin/main' into fix/dg1-villager-doors 2026-10-24 09:07:55 +02:00
Ludovic Marie d5bd35025e Merge pull request #1541 from ludovic111/fix/probe-target-names 2026-10-24 08:57:26 +02:00
Ludovic Marie 2cd8b88a5b Merge pull request #1540 from ludovic111/fix/villager-golem-summon 2026-10-24 08:18:46 +02:00
Ludovic Marie 0b581f9ffe Give each crate's probe example its own target name
horizon-client, horizon-world and horizon-protocol each had an example
named `probe`. Cargo copies every crate's examples into one
<profile>/examples/ directory, so parallel parity harnesses sharing a
target dir could run another crate's probe (CI parity run 40055656303:
command_parse ran the horizon-world dispatcher). The examples are now
client_probe, world_probe and protocol_probe ([[example]] in each
Cargo.toml; the files stay where they are), and every harness builds
and runs its own crate's name.

tools/parity.py recognises the new names when it counts the probes a
harness ran, and renames the old `probe` in recorded artifacts to the
crate's target (from the record's -p, else its probe sources), so the
prebuild still builds them instead of dropping them as unknown.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 08:08:18 +02:00
Ludovic Marie f67b2b3204 Merge pull request #1537 from ludovic111/fix/mob-path-max-visited 2026-10-24 07:52:25 +02:00
Ludovic Marie 1b14e0d171 Villagers summon iron golems the vanilla way and remember them
Villager.spawnGolemIfNeeded set GOLEM_DETECTED_RECENTLY on the villagers
near a new golem, but Horizon wrote only villager::Ext, and the next brain
tick copied the empty memory back over it: the same villagers could summon
another golem before their sensor saw the first. golem_detected now sets the
brain memory (599 ticks).

IronGolem.checkSpawnObstruction checks the floor's top face (no golems on
dirt paths, farmland or slabs) and three blocks, the feet whatever fluid is
there; Horizon checked four blocks and no floor, so a roof three blocks up
kept golems out. The search's open block is air or a liquid block, not any
waterlogged one, and the villagers asked are those whose boxes meet the
caller's box grown by 10. The golem is created (yaw, follow range bonus,
left-handedness from the level random) before the obstruction check, as
trySpawnMob does.

The search and checks move to mobs::villager so the mob_ai probe runs the
game's code: four new scenarios (gossip, glass roof, dirt paths, panic) match
vanilla; with the old checks all four diverge.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 07:25:46 +02:00
Ludovic Marie 5205b909f7 Villagers, llamas, bees, allays and copper golems search the full path budget
PathNavigation.setRequiredPathLength calls updatePathfinderMaxVisitedNodes, so a
villager's PathFinder visits up to max(follow range, 48) * 16 = 768 nodes, not the
256 of its follow range alone. Horizon always used follow range * 16, so a villager
gave up on any job site, bed or bell whose path needed more than 256 nodes: in the
seed 12345 village it never found the way round to the mason's stonecutter door.

Navigation now keeps PathFinder.maxVisitedNodes: the base follow range times 16 when
the mob is made, then max(follow range, required path length) * 16 after
setRequiredPathLength and after any follow range change (Mob.onAttributeUpdated).
A happy ghast that grows up or becomes a baby gets a new navigation, as in vanilla.

mob_ai: villager_job_in_box, a composter inside a stone box whose doorway faces away
from the villager.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 05:33:52 +02:00
Ludovic Marie 7b0316e6a4 Merge remote-tracking branch 'origin/fix/st-hits' into fix/st-cursor-close
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:13:15 +02:00
Ludovic Marie a29e10ef9b Merge remote-tracking branch 'origin/fix/st-player-body' into fix/st-hits
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:11:21 +02:00
Ludovic Marie 92050712fa Merge remote-tracking branch 'origin/fix/st-maps' into fix/st-player-body
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:09:46 +02:00
Ludovic Marie 122e3bf287 Merge remote-tracking branch 'origin/fix/st-fishing' into fix/st-maps
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:08:17 +02:00
Ludovic Marie 65031a7739 Merge remote-tracking branch 'origin/main' into fix/st-fishing
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:06:43 +02:00
Ludovic Marie 59f018eabe Merge pull request #1535 from ludovic111/fix/dg1-mining
🤖 Agent: merged after verify and CI parity passed, built merged with current main (discord-gate-1: player reports checked against vanilla 26.3; a lan_e2e check fails on main and passes here in both modes; evidence in the PR body).
2026-10-24 04:49:25 +02:00
Ludovic Marie 969bcec6c9 Villagers open and close doors on their paths
InteractWithDoor was a stub, so a villager whose path went through a
closed oak door walked into it and stayed there. In generated villages,
villagers who were inside a house never reached a job site, a bed or
the meeting point.

Like vanilla, a villager now opens the closed mob-interactable doors on
its next path step (DoorBlock.setOpen: both halves, the door sound and
the block_open game event), remembers the door it leaves and the doors
it opened, and closes them once it is more than one step past them,
unless another villager within 2 blocks is walking through. A villager
going to sleep closes them too.

The mob events apply after the mob loop, so the door opens one tick
later than in vanilla, where DoorBlock.setOpen changes the world during
the villager's brain tick.

lan_e2e's new doors check shuts a villager in a room with a closed
door and a free composter outside. Before, it never opened the door;
now it opens it, becomes a farmer, and the door is closed again on the
server and on the guest.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 04:47:39 +02:00