* fix(entity): derive hurt sound parity from generated mapping
Keep slime hurt sounds in runtime because they depend on entity size.\n\nMove enderman and undead-family hurt sound mappings into generated data so living.rs dispatches through a shared lookup instead of owning a hardcoded table.
* refactor(entity): derive hurt sound lookup from entities data
The Extractor companion now emits hurt_sound through entities.json. Keep Pumpkin's hurt_sound_for_entity_type helper narrow and generated while moving its source of truth to entity data.
Slime remains a runtime special case because its hurt sound depends on size rather than static entity metadata.
* refactor(entity): fold hurt sound helper into entity codegen
Move hurt-sound helper generation into the existing entity codegen path.
Remove the standalone helper builder and generated file now that hurt_sound is sourced from entities.json. Runtime dispatch stays unchanged and slime remains a runtime size-based exception.
* refactor(entity): inline hurt sound into EntityType
Remove the standalone entity_hurt_sound feature and helper path.
Hurt sounds now live directly on generated EntityType values, while runtime behavior stays the same and slime remains the size-based runtime exception.
* feat: implement boat placement
- add boat item handler for all boat/raft types
- raycast with fluid handling to place on water or blocks
- filter entities with can_hit predicate (vanilla parity)
- check space is empty before spawning
- decrement item unless creative mode
* feat: add boat entity with damage handling
- create BoatEntity struct implementing EntityBase
- implement can_hit() and is_collidable() for boats
- implement damage handling that drops boat item on destroy
- update boat item to spawn BoatEntity instead of generic Entity
* fix: boat damage wobble and attack sounds match vanilla
Boats now accumulate damage with wobble animation that decays over time.
Attack sounds play for all hittable entities, not just living entities.
* feat: add boat riding and vehicle movement packets
* feat: complete boat implementation matching vanilla
- add underwater check (60 ticks) and max 2 passengers limit
- add paddle animation metadata and handler
- implement proper land dismount with offset calculation
- add riding_cooldown field to entity
* fix: clippy warnings for boat implementation
* refactor: use loot tables for boat item drops
* fix: collapse nested if to satisfy clippy
* style: fix cargo fmt formatting for collapsible if
* fix: boat dismount places player correctly beside vehicle
- implement vanilla's dismount position calculation with
getDismountHeight, canDismountInBlock, and pose fallback
(standing → crouching → swimming)
- fix packet ordering race: use enqueue_packet for teleport so it
arrives after CSetPassengers (send_packet_now bypassed the queue)
- pre-set awaiting_teleport before CSetPassengers to block stale
movement packets during async dismount calculation
- send CSetPassengers directly to dismounting player, broadcast to
others (matching vanilla's targeted packet behavior)
- use DELTA|ROT position flags for teleport (vanilla preserves
current look direction with relative rotation)
- add riding cooldown (60 ticks) to prevent immediate re-mount
- reset sneaking state after player dismount
- fix water detection to check specifically for water/flowing_water
fluids (Fluid::from_state_id returns EMPTY for air blocks)
- revert broken loot table refactor for boat item drops (boats use
hardcoded entity-to-item mapping, not loot tables)
- add get_dismount_height helper on World matching vanilla's
BlockView.getDismountHeight()
- ignore movement packets while awaiting teleport confirmation in
handle_position and handle_position_rotation
* style: fix cargo fmt formatting
* refactor: use loot tables for boat item drops
add loot table entries to entities.json for all 20 boat/raft types
and use the existing loot table system instead of hardcoded mapping.
* fix: resolve rebase conflicts and clippy warnings
* fix: regenerate codegen to include boat loot tables
I did not update density functions because i'm too lazy to refactor a bunch of things because Mojang decided to remove "initial_density_without_jaggedness", but i will in the future
* update to 1.21.5
* maybe made something better maybe made something worse
:c does still not work
* some fixes
* fix chunk packet
finally, this took way too much of my life time
* port text component
* fix tests
recipes are broken but we currently don't use them anyway
Also rewrite how we handle tags. Now we can use tags everywhere we want!. I also decided to make the json assets pretty printed which is so much easier to debug, The decision was made because of the reason that we are moving to compile time assets, so pretty printing does not affect performance