Commit Graph

7 Commits

Author SHA1 Message Date
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 858f701ee8 Run the horizon-client parity probes from one binary
81 client examples that harnesses run become modules of examples/probe:
harnesses run `probe <name> ...` (or `cargo run --example probe -- <name>`),
and the shared helpers (audio_common, hud_fixture, chat_screen_fixture)
move with them. The benchmarks and manual tools stay standalone examples.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 16:30:38 +02:00
Ludovic Marie e2473aafd8 Shields turn arrows back, as vanilla does
AbstractArrow.onHitEntity: an entity that takes no damage from the arrow
(a raised shield, invulnerability) turns it back with
ProjectileDeflection.REVERSE at power 0.2: a tenth of the speed, a half
turn give or take ten degrees from the arrow's own random; one left
almost still drops its pickup and is discarded. Arrows used to vanish.

The arrow tick now stops at the entity it hits: the game hurts the
entity, then arrows::finish_entity_hit spends the arrow (with its hit
sound, from the arrow's random) or turns it back, and ends the tick
(drag, gravity, fluids). The damage is taken from the speed at the hit,
the crit bonus from the arrow's random, the entity search follows
ProjectileUtil.getManyEntityHitResult (the box first, then
computeMargin's margin, which needs tickCount), Punch pushes only what
was hurt, and a refused burning arrow leaves the player's fire as it
was. Mobs' refusals keep the old ending until their hurt results follow
hurtServer.

The arrow harness gains an entity in the way that takes or refuses the
damage: squarely, grazing, slow enough to drop.

Part of #277

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 11:41:06 +02:00
Ludovic Marie 5530d682ab Arrows interpolate from their last tick, not from where they were shot
arrows::tick never set the projectile's previous position (Entity.setOldPosAndRot
at the start of every tick); Projectile::tick does, but arrows don't go
through it. The renderer lerped from the spawn point to the current
position every frame, so a flying or stuck arrow jumped along its whole
path. The arrow harness now prints the old position too.

Fixes #278

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 09:03:39 +02:00
Ludovic Marie 89eaaab2ee Arrows can be picked up (#119)
Players could never pick up arrows: arrows had no pickup rule and no
item, nothing checked a player touching them, and arrows from saves were
loaded into a separate list that never ticked.

Arrows now carry AbstractArrow's pickup rule and pickupItemStack. The
player's bow and crossbow give them the drawn ammo (ProjectileWeaponItem
.useAmmo: creative, Infinity and multishot's extra arrows draw intangible
ammo, so those arrows are CREATIVE_ONLY), setOwner(player) turns
DISALLOWED into ALLOWED, dispensers make them ALLOWED, mobs' stay
DISALLOWED. Each tick the player touches the arrows in its box grown by
(1, 0.5, 1) (Player.aiStep): a stuck arrow that has stopped shaking goes
into the inventory (ALLOWED), or just goes for a creative player
(CREATIVE_ONLY, or ALLOWED with a full inventory), with the item pickup
sound at the arrow.

Saved arrows load as live arrows (life, shake, inGround, inBlockState,
pickup, item, fire) and live arrows are saved, so stuck arrows survive a
reload and despawn on time; the legacy never-ticked arrow list is gone,
and /kill, /tp and /data reach the live arrows.

The arrow harness adds who shot the arrow, intangible ammo and
dispensers' ALLOWED, then touches in flight, while shaking and when stuck
by survival and creative players with empty, partly and fully filled
inventories, against the real setOwner and playerTouch.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 23:17:07 +02:00
Ludovic Marie 228bdda201 Burning arrows: lava, fire, Flame and what they light (#125, #124)
Arrows never caught fire: nothing ignited them (lava, fire blocks, a
Flame bow's projectile_spawned ignite), so they never set mobs, TNT,
campfires or candles alight. Flame only worked for mobs' bows, as a
5-second ignite on hit.

Arrows now keep Entity.remainingFireTicks: the blocks along their path go
through InsideBlockEffectApplier.StepBasedCollector (fire and soul fire
fireIgnite to 8 s, lava LAVA_IGNITE to 15 s, water EXTINGUISH with the
extinguish sound), the player's bow and mobs' bonus ignite them for 100 s
at spawn, and the fire burns down in flight but not while stuck. A
burning arrow sets its target alight for 5 s, primes TNT, lights
campfires, candles and candle cakes (onProjectileHit, mob_griefing for
mobs' arrows), and blows up a TNT minecart; arrows now hit minecarts like
other entities (VehicleEntity damage). Burning arrows show
FlameFeatureRenderer's fire quads.

The arrow harness adds lava pools, lava/water walls, fire and soul fire,
Flame arrows, and burning/non-burning hits on TNT, campfires, candles and
candle cakes against the real blocks' onProjectileHit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:44:37 +02:00
Ludovic Marie 1d93642094 Arrows get vanilla's water physics (#127)
Arrows flew through water with a point check for the 0.6 drag and nothing
else: no bubbles, no splash, no currents, no bubble columns, and the
stuck arrow logic (nudging back by the normalized motion, no falling
out, a 1200-tick age) was not AbstractArrow's.

Port AbstractArrow.tick for arrows (arrows.rs, state in
Projectile::arrow): the in-block check, the water inertia from the last
base tick's wasTouchingWater with four bubbles behind it, crit trails,
lerped rotation, the COLLIDER clip with entity hits first, the effects
of the blocks along the path (bubble columns push, water extinguishes),
air drag and gravity, then the base tick's updateFluidInteraction
(currents while not stuck, splash sound/particles), sticking 0.05 back
along each moving axis with the arrow's own random for the hit sound,
falling out when the block goes, and despawning 1200 ticks after
sticking.

New harness tools/test_arrow_parity.py drives real vanilla Arrow entities
(VanillaArrowOracle) and Horizon's arrows::tick (examples/arrow_probe.rs)
over the resident scene.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:44:31 +02:00