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Fix three stale tests that CI skips
They only run with prepared resources, so they went stale unseen. The armor stand test expects a fall on tick 1, where a summoned stand starts moving on tick 2; the two TNT tests set up the wrong scene. Fixes #6235 Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_018zuDTsnyHkP28bzn3u7S3m
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@@ -2322,6 +2322,12 @@ mod armor_stand_motion_tests {
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let start = Vec3::new(20.5, 20.0, 20.5);
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let mut stand = ArmorStand::new(1, start, 0.0);
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stand.on_ground = false;
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// A summoned stand has no motion yet: the first tick only builds it
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// (vanilla moves by the velocity, then applies gravity), so it falls
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// from the second tick on (measured on the real server: drop 0, 0, 0.0784 blocks).
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tick_stand(&mut stand, &world, &facts, &collision);
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assert_eq!(stand.position, start);
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assert!((stand.velocity.y + 0.0784).abs() < 1e-6);
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tick_stand(&mut stand, &world, &facts, &collision);
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assert_eq!(stand.previous, start);
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assert!(
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@@ -624,7 +624,7 @@ mod tests {
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}
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world.set(20, 4, 20, water).unwrap();
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world.set(21, 4, 20, flowing).unwrap();
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let at = Vec3::new(20.5, 6.0, 20.5);
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let at = Vec3::new(20.5, 4.0, 20.5);
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let mut tnt = PrimedTnt {
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id: 0,
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position: at,
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@@ -702,10 +702,15 @@ mod tests {
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.registry
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.default_state("minecraft:soul_sand")
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.unwrap();
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let column = assets
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// Soul sand makes an up-pushing column (`drag=false`); the block's
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// default state is the down-dragging one.
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let drag_down = assets
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.registry
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.default_state("minecraft:bubble_column")
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.unwrap();
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let mut up = assets.registry.state(drag_down).unwrap().clone();
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up.properties.insert("drag".into(), "false".into());
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let column = assets.registry.resolve(&up).unwrap();
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for y in 3..=8 {
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world.set(20, y, 20, column).unwrap();
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}
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