diff options
| author | mat <27899617+mat-1@users.noreply.github.com> | 2022-10-02 12:29:47 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-10-02 12:29:47 -0500 |
| commit | c9b4dccd7eaeed68ce96cf5167916417d0baa6a7 (patch) | |
| tree | 0b381ee72a1486ccb22fe22158b5d7d3edaf3f99 /azalea-physics/src/lib.rs | |
| parent | aa78491ee09ec0c6879e6edde349ca67cf809daf (diff) | |
| download | azalea-drasl-c9b4dccd7eaeed68ce96cf5167916417d0baa6a7.tar.xz | |
All block shapes & collisions (#22)
* start adding shapes
* add more collision stuff
* DiscreteCubeMerger
* more mergers
* start adding BitSetDiscreteVoxelShape::join
* i love rust :smiley: :smiley: :smiley:
* r
* IT COMPILES????
* fix warning
* fix error
* fix more clippy issues
* add box_shape
* more shape stuff
* make DiscreteVoxelShape an enum
* Update shape.rs
* also make VoxelShape an enum
* implement BitSet::clear
* add more missing things
* it compiles
W
* start block shape codegen
* optimize shape codegen
* make az-block/blocks.rs look better (broken)
* almost new block macro
* make the codegen not generate 'type'
* try to fix
* work more on the blocks macro
* wait it compiles
* fix clippy issues
* shapes codegen works
* well it's almost working
* simplify some shape codegen
* enum type names are correct
* W it compiles
* cargo check no longer warns
* fix some clippy issues
* start making it so the shape impl is on BlockStates
* insane code
* new impl compiles
* fix wrong find_bits + TESTS PASS!
* add a test for slab collision
* fix clippy issues
* ok rust
* fix error that happens when on stairs
* add test for top slabs
* start adding join_is_not_empty
* add more to join_is_not_empty
* top slabs still don't work!!
* x..=0 doesn't work in rust :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley:
* remove comment since i added more useful names
* remove some printlns
* fix walls in some configurations erroring
* fix some warnings
* change comment to \`\`\`ignore instead of \`\`\`no_run
* players are .6 wide not .8
* fix clippy's complaints
* i missed one clippy warning
Diffstat (limited to 'azalea-physics/src/lib.rs')
| -rw-r--r-- | azalea-physics/src/lib.rs | 106 |
1 files changed, 102 insertions, 4 deletions
diff --git a/azalea-physics/src/lib.rs b/azalea-physics/src/lib.rs index f80d1bad..56923577 100644 --- a/azalea-physics/src/lib.rs +++ b/azalea-physics/src/lib.rs @@ -1,3 +1,6 @@ +#![feature(trait_alias)] +#![feature(let_chains)] + pub mod collision; use azalea_block::{Block, BlockState}; @@ -191,11 +194,10 @@ mod tests { }, ), ); - let old_block_state = - dim.set_block_state(&BlockPos { x: 0, y: 69, z: 0 }, BlockState::Stone); + let block_state = dim.set_block_state(&BlockPos { x: 0, y: 69, z: 0 }, BlockState::Stone); assert!( - old_block_state.is_some(), - "Old block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed" + block_state.is_some(), + "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed" ); let mut entity = dim.entity_mut(0).unwrap(); entity.ai_step(); @@ -206,4 +208,100 @@ mod tests { // the second tick applies the delta to the position, but it also does collision assert_eq!(entity.pos().y, 70.); } + + #[test] + fn test_slab_collision() { + let mut dim = Dimension::default(); + dim.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default())) + .unwrap(); + dim.add_entity( + 0, + EntityData::new( + Uuid::from_u128(0), + Vec3 { + x: 0.5, + y: 71., + z: 0.5, + }, + ), + ); + let block_state = dim.set_block_state( + &BlockPos { x: 0, y: 69, z: 0 }, + BlockState::StoneSlab_BottomFalse, + ); + assert!( + block_state.is_some(), + "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed" + ); + let mut entity = dim.entity_mut(0).unwrap(); + // do a few steps so we fall on the slab + for _ in 0..20 { + entity.ai_step(); + } + assert_eq!(entity.pos().y, 69.5); + } + + #[test] + fn test_top_slab_collision() { + let mut dim = Dimension::default(); + dim.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default())) + .unwrap(); + dim.add_entity( + 0, + EntityData::new( + Uuid::from_u128(0), + Vec3 { + x: 0.5, + y: 71., + z: 0.5, + }, + ), + ); + let block_state = dim.set_block_state( + &BlockPos { x: 0, y: 69, z: 0 }, + BlockState::StoneSlab_TopFalse, + ); + assert!( + block_state.is_some(), + "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed" + ); + let mut entity = dim.entity_mut(0).unwrap(); + // do a few steps so we fall on the slab + for _ in 0..20 { + entity.ai_step(); + } + assert_eq!(entity.pos().y, 70.); + } + + #[test] + fn test_weird_wall_collision() { + let mut dim = Dimension::default(); + dim.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default())) + .unwrap(); + dim.add_entity( + 0, + EntityData::new( + Uuid::from_u128(0), + Vec3 { + x: 0.5, + y: 73., + z: 0.5, + }, + ), + ); + let block_state = dim.set_block_state( + &BlockPos { x: 0, y: 69, z: 0 }, + BlockState::CobblestoneWall_LowLowLowFalseFalseLow, + ); + assert!( + block_state.is_some(), + "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed" + ); + let mut entity = dim.entity_mut(0).unwrap(); + // do a few steps so we fall on the slab + for _ in 0..20 { + entity.ai_step(); + } + assert_eq!(entity.pos().y, 70.5); + } } |
