Center sculptures on aimed block middle without half-voxel offsets (beta.119)
Build Sanctuary / build (push) Canceled after 0s
Build Sanctuary / build (push) Canceled after 0s
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+13
@@ -18,7 +18,20 @@ import net.minecraft.world.phys.*;
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final class Sculpture113ClientChecks {
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static void placementContexts(ServerPlayer player){
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for(var pos:List.of(new BlockPos(2,0,-2),new BlockPos(-2,0,2))){
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for(var face:List.of(Direction.UP,Direction.DOWN)){
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for(double x:new double[]{.25,.5,.75})for(double z:new double[]{.25,.5,.75}){
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var hit=new Vec3(pos.getX()+x,pos.getY()+(face==Direction.UP?1:0),pos.getZ()+z);
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var context=new BlockPlaceContext(player,InteractionHand.MAIN_HAND,new ItemStack(Statuary.ITEM),new BlockHitResult(hit,face,pos,false));
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check(Statuary.BLOCK.getStateForPlacement(context).getValue(Statuary.ANCHOR)==SculptureAnchor.CENTER,"Middle square including boundaries selects center on top/bottom faces");
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}
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}
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for(var edge:Direction.Plane.HORIZONTAL){
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for(double offset:new double[]{.25-1e-6,.25+1e-6}){
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var hit=new Vec3(pos.getX()+.5+edge.getStepX()*offset,pos.getY()+1,pos.getZ()+.5+edge.getStepZ()*offset);
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var context=new BlockPlaceContext(player,InteractionHand.MAIN_HAND,new ItemStack(Statuary.ITEM),new BlockHitResult(hit,Direction.UP,pos,false));
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var expected=offset<.25?SculptureAnchor.CENTER:SculptureAnchor.of(edge);
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check(Statuary.BLOCK.getStateForPlacement(context).getValue(Statuary.ANCHOR)==expected,"Center boundary switches to the aimed edge");
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}
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var top=new Vec3(pos.getX()+.5+edge.getStepX()*.4,pos.getY()+1,pos.getZ()+.5+edge.getStepZ()*.4);
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var context=new BlockPlaceContext(player,InteractionHand.MAIN_HAND,new ItemStack(Statuary.ITEM),new BlockHitResult(top,Direction.UP,pos,false));
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var state=Statuary.BLOCK.getStateForPlacement(context);
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+11
-2
@@ -119,7 +119,14 @@ public final class Statuary106ClientChecks implements FabricClientGameTest {
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for(var direction:Direction.Plane.HORIZONTAL){
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var pos=DIRECTIONS.get(direction);double px=pos.getX()+.5-direction.getStepX()*2,pz=pos.getZ()+.5-direction.getStepZ()*2;
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server.runOnServer(s->{var p=player(s);p.teleportTo(px,1,pz);p.getInventory().setItem(p.getInventory().getSelectedSlot(),StatuaryEntity.item(source));p.inventoryMenu.broadcastFullState();});
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c.waitFor(m->m.player.distanceToSqr(px,1,pz)<.05&&m.player.getMainHandItem().is(Statuary.ITEM),150);place(c,pos,direction.getOpposite());
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c.waitFor(m->m.player.distanceToSqr(px,1,pz)<.05&&m.player.getMainHandItem().is(Statuary.ITEM),150);place(c,pos);
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server.waitFor(s->player(s).level().getBlockState(pos).is(Statuary.BLOCK),100);
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server.runOnServer(s->{var state=player(s).level().getBlockState(pos);check(state.getValue(Statuary.FACING)==direction&&state.getValue(Statuary.ANCHOR)==SculptureAnchor.CENTER,"Native center placement follows gaze on server");});
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c.waitFor(m->m.level.getBlockEntity(pos) instanceof StatuaryEntity e&&source.equals(e.sculpture())&&e.getBlockState().getValue(Statuary.ANCHOR)==SculptureAnchor.CENTER,100);
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c.runOnClient(m->Sculpture113ClientChecks.rendered((StatuaryEntity)m.level.getBlockEntity(pos)));
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c.takeScreenshot("sculpture119-center-"+direction.getSerializedName());
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server.runOnServer(s->{var p=player(s);p.level().removeBlock(pos,false);p.getInventory().setItem(p.getInventory().getSelectedSlot(),StatuaryEntity.item(source));p.inventoryMenu.broadcastFullState();});
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c.waitFor(m->m.level.getBlockState(pos).isAir()&&m.player.getMainHandItem().is(Statuary.ITEM),100);place(c,pos,direction.getOpposite());
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server.waitFor(s->player(s).level().getBlockState(pos).is(Statuary.BLOCK),100);
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server.runOnServer(s->{var state=player(s).level().getBlockState(pos);check(state.getValue(Statuary.FACING)==direction,"Native placement faces gaze: "+direction);
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check(state.getValue(Statuary.ANCHOR)==SculptureAnchor.of(direction.getOpposite()),"Aimed edge stored on server");
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@@ -189,12 +196,14 @@ public final class Statuary106ClientChecks implements FabricClientGameTest {
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server.runOnServer(s->check(player(s).level().getBlockState(pos).getValue(Statuary.ANCHOR)==SculptureAnchor.of(direction.getOpposite()),"Anchor survives server save/reload"));
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c.waitFor(m->m.level.getBlockEntity(pos) instanceof StatuaryEntity e&&ORIGINAL.get().equals(e.sculpture())&&e.getBlockState().getValue(Statuary.FACING)==direction,150);
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}
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c.waitFor(m->m.level.getBlockEntity(SCULPTURE) instanceof StatuaryEntity e&&e.sculpture()!=null,150);c.runOnClient(m->check(((StatuaryEntity)m.level.getBlockEntity(SCULPTURE)).sculpture().equals(ORIGINAL.get()),"Fresh client receives server model without file"));
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server.runOnServer(s->check(player(s).level().getBlockState(SCULPTURE).getValue(Statuary.ANCHOR)==SculptureAnchor.CENTER,"Centered placement survives server save/reload"));
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c.waitFor(m->m.level.getBlockEntity(SCULPTURE) instanceof StatuaryEntity e&&e.sculpture()!=null,150);c.runOnClient(m->{check(((StatuaryEntity)m.level.getBlockEntity(SCULPTURE)).sculpture().equals(ORIGINAL.get()),"Fresh client receives server model without file");check(m.level.getBlockState(SCULPTURE).getValue(Statuary.ANCHOR)==SculptureAnchor.CENTER,"Fresh client receives centered anchor");});
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c.getInput().lookAt(SCULPTURE);c.takeScreenshot("statuary106-reload-no-source");
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}
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System.out.println("STATUARY106_PASS GLB textured scene, bounded import, shared folder filters, native paid crafting, 16 clay colors, model ID, shift-click, place/drop/re-place, Metabli plan, cancellation, server save/reconnect without source");
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System.out.println("STATUARY111_PASS nine-slice GUI FR/EN scales 2/3, four native gaze placements, renderer directions, structure rotation/mirror, legacy state default, drop/re-place and persisted orientation");
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System.out.println("STATUARY113_PASS clay sculpture FR/EN, native aimed edges, voxel grid across every footprint/orientation/anchor, side placement, legacy states, rotated/mirrored anchor, save/reconnect");
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System.out.println("SCULPTURE119_PASS native centered placements in four directions, center/edge boundaries, odd/even voxel grid, side anchoring and center save/reconnect");
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System.out.println("STATUARY112_PASS fixed compact hotbar-only menu, native input transfer, hidden slots/offhand rejected, full hotbar no consumption, partial merge exact cost, closing restitution");
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}catch(IOException e){throw new AssertionError(e);}finally{try{Files.deleteIfExists(file);}catch(IOException ignored){}}
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}
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@@ -7,7 +7,7 @@ import net.minecraft.world.item.context.BlockPlaceContext;
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import net.minecraft.world.level.block.Mirror;
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import net.minecraft.world.level.block.Rotation;
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/** World-space edge of the occupied block; CENTER is the legacy placement. */
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/** World-space anchor of the occupied block, always on the whole-voxel grid. */
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public enum SculptureAnchor implements StringRepresentable {
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CENTER(null), NORTH(Direction.NORTH), SOUTH(Direction.SOUTH), EAST(Direction.EAST), WEST(Direction.WEST);
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@@ -23,7 +23,8 @@ public enum SculptureAnchor implements StringRepresentable {
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public static SculptureAnchor placement(BlockPlaceContext context){
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var pos=context.getClickedPos();var hit=context.getClickLocation();
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double x=hit.x-pos.getX()-.5,z=hit.z-pos.getZ()-.5;
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if(Math.abs(x)<1e-7&&Math.abs(z)<1e-7)return of(context.getHorizontalDirection().getOpposite());
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// The middle 8 x 8 pixels select the existing grid-aligned center.
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if(Math.abs(x)<=.25&&Math.abs(z)<=.25)return CENTER;
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if(Math.abs(x)>Math.abs(z))return x<0?WEST:EAST;
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return z<0?NORTH:SOUTH;
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}
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@@ -2162,7 +2162,7 @@
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"sanctuary.statuary.folder": "Shared folder",
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"sanctuary.statuary.refresh": "Refresh",
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"sanctuary.statuary.models": "GLB models",
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"sanctuary.statuary.placement": "The sculpture faces your gaze and snaps to the aimed block edge, on the pixel grid. Rotate adjusts the model before crafting.",
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"sanctuary.statuary.placement": "Aim at the middle of the block to center the sculpture, or at an edge to snap to it. It faces your gaze and stays on the pixel grid. Rotate adjusts the model before crafting.",
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"sanctuary.statuary.rotate": "Rotate",
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"sanctuary.statuary.working": "Voxelizing to 16 × 16 × 16…",
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"sanctuary.statuary.ready": "1 block = 1 sculpture. Shades come from your material’s texture.",
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@@ -2162,7 +2162,7 @@
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"sanctuary.statuary.folder": "Dossier commun",
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"sanctuary.statuary.refresh": "Actualiser",
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"sanctuary.statuary.models": "Modèles GLB",
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"sanctuary.statuary.placement": "La sculpture suit votre regard et se cale contre le bord visé du bloc, sur la grille de pixels. Tourner ajuste le modèle avant fabrication.",
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"sanctuary.statuary.placement": "Visez le milieu du bloc pour centrer la sculpture, ou un bord pour l’y caler. Elle suit votre regard et reste sur la grille de pixels. Tourner ajuste le modèle avant fabrication.",
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"sanctuary.statuary.rotate": "Tourner",
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"sanctuary.statuary.working": "Voxelisation en 16 × 16 × 16…",
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"sanctuary.statuary.ready": "1 bloc = 1 sculpture. Les nuances viennent de la texture de votre matière.",
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