Commit Graph

4 Commits

Author SHA1 Message Date
rdbtCVS 28206976d8 Move parity fixtures onto server execution
Co-Authored-By: OpenAI Codex (GPT-6.1) <noreply@openai.com>
2026-10-25 22:36:21 +00:00
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 2f232d955c Charge sculk catalysts when the killing blow lands
Mobs die (LivingEntity.die: the death event, catalysts, loot and
experience) when they are killed, not when their death animation ends.
Catalysts take a death in the dispatcher's order (nearest by exact
distance, then visiting order); experience orbs draw their merge id from
the level random and their motion from their own. The sculk harness
gains catalyst scenarios: kills by the player near catalysts over
random terrain, with blooms, charge cursors and the sculk they spread.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 17:01:59 +02:00
Ludovic Marie b8711a7c64 Add a sculk vibration harness against a vanilla server level
VanillaSculkOracle runs sensor, calibrated sensor and shrieker scenarios
(scripted game events and block changes, the player's warning level) in
a real headless level ticked in ServerLevel.tick's order; the game runs
the same scenarios through its own sculk code (HORIZON_SCULK_FIXTURE).

Fixes found on the way: sculk block entities tick in the order they were
added, the entity phase of sculk runs before the block entities, client
side effects of level events draw from the client random, scheduled
ticks run one at a time so a shrieker summons inline, wardens are
summoned as SpawnUtil does (obstruction by entities, the yaw and
finalizeSpawn draws, agitated sounds of discarded attempts), and an
empty level no longer draws the level random every tick.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 16:25:06 +02:00