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>
Villagers showed one angry, happy or heart particle where vanilla's
AbstractVillager.addParticlesAroundSelf shows five, spread over the body
with Gaussian motion. Taming and love bursts were spread about the middle
of the body rather than over it, and drew from the world random.
particles::around_self places a burst as the client handlers do: per
particle three Gaussian speeds, then getRandomX(1), getRandomY() + y,
getRandomZ(1). Burst holds the counts, speeds and heights vanilla uses,
and entity_event_burst maps entity events to them. The client side uses
the particle engine's random, so no server draw moves.
- villager hurt by a player, failed breeding (13), breeding hearts and
the child's (12), trades, job sites and beds (14): five particles about
the villager, not one 1.8 above its feet.
- wolf, cat, parrot, nautilus and horse taming (7/6): seven hearts or
smoke about the body.
- allay duplication (18): three hearts about the allay.
- llama growth from food: one particle at rest about the body.
- animals in love: the heart moves at the Gaussian speeds already drawn,
exactly where vanilla puts it; forced growth's particle sits where it
was placed (sendParticles with no spread) instead of being jittered.
New harness tools/test_entity_particles_parity.py: the real client
handleEntityEvent of Villager, Animal, TamableAnimal, AbstractHorse,
Ocelot, Dolphin and Allay against entity_event_burst and around_self.
Part of #63
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>