diff options
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); + } } |
