azalea_physics/
lib.rs

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#![doc = include_str!("../README.md")]
#![feature(trait_alias)]

pub mod clip;
pub mod collision;

use azalea_block::{Block, BlockState};
use azalea_core::{
    math,
    position::{BlockPos, Vec3},
    tick::GameTick,
};
use azalea_entity::{
    metadata::Sprinting, move_relative, Attributes, InLoadedChunk, Jumping, LocalEntity,
    LookDirection, OnClimbable, Physics, Pose, Position,
};
use azalea_world::{Instance, InstanceContainer, InstanceName};
use bevy_app::{App, Plugin};
use bevy_ecs::{
    query::With,
    schedule::{IntoSystemConfigs, SystemSet},
    system::{Query, Res},
    world::Mut,
};
use collision::{move_colliding, MoverType};

/// A Bevy [`SystemSet`] for running physics that makes entities do things.
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct PhysicsSet;

pub struct PhysicsPlugin;
impl Plugin for PhysicsPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(
            GameTick,
            (ai_step, travel)
                .chain()
                .in_set(PhysicsSet)
                .after(azalea_entity::update_in_loaded_chunk),
        );
    }
}

/// Move the entity with the given acceleration while handling friction,
/// gravity, collisions, and some other stuff.
#[allow(clippy::type_complexity)]
fn travel(
    mut query: Query<
        (
            &mut Physics,
            &mut LookDirection,
            &mut Position,
            Option<&Sprinting>,
            Option<&Pose>,
            &Attributes,
            &InstanceName,
            &OnClimbable,
            &Jumping,
        ),
        (With<LocalEntity>, With<InLoadedChunk>),
    >,
    instance_container: Res<InstanceContainer>,
) {
    for (
        mut physics,
        direction,
        position,
        sprinting,
        pose,
        attributes,
        world_name,
        on_climbable,
        jumping,
    ) in &mut query
    {
        let Some(world_lock) = instance_container.get(world_name) else {
            continue;
        };
        let world = world_lock.read();
        // if !self.is_effective_ai() && !self.is_controlled_by_local_instance() {
        //     // this.calculateEntityAnimation(this, this instanceof FlyingAnimal);
        //     return;
        // }

        let gravity: f64 = 0.08;

        // TODO: slow falling effect
        // let is_falling = self.delta.y <= 0.;

        // TODO: fluids

        // TODO: elytra

        let block_pos_below = get_block_pos_below_that_affects_movement(&position);

        let block_state_below = world
            .chunks
            .get_block_state(&block_pos_below)
            .unwrap_or(BlockState::AIR);
        let block_below: Box<dyn Block> = block_state_below.into();
        let block_friction = block_below.behavior().friction;

        let inertia = if physics.on_ground {
            block_friction * 0.91
        } else {
            0.91
        };

        // this applies the current delta
        let mut movement = handle_relative_friction_and_calculate_movement(
            HandleRelativeFrictionAndCalculateMovementOpts {
                block_friction,
                world: &world,
                physics: &mut physics,
                direction: &direction,
                position,
                attributes,
                is_sprinting: sprinting.map(|s| **s).unwrap_or(false),
                on_climbable,
                pose,
                jumping,
            },
        );

        movement.y -= gravity;

        // if (this.shouldDiscardFriction()) {
        //     this.setDeltaMovement(movement.x, yMovement, movement.z);
        // } else {
        //     this.setDeltaMovement(movement.x * (double)inertia, yMovement *
        // 0.9800000190734863D, movement.z * (double)inertia); }

        // if should_discard_friction(self) {
        if false {
            physics.velocity = movement;
        } else {
            physics.velocity = Vec3 {
                x: movement.x * inertia as f64,
                y: movement.y * 0.9800000190734863f64,
                z: movement.z * inertia as f64,
            };
        }
    }
}

/// applies air resistance, calls self.travel(), and some other random
/// stuff.
#[allow(clippy::type_complexity)]
pub fn ai_step(
    mut query: Query<
        (
            &mut Physics,
            Option<&Jumping>,
            &Position,
            &LookDirection,
            &Sprinting,
            &InstanceName,
        ),
        (With<LocalEntity>, With<InLoadedChunk>),
    >,
    instance_container: Res<InstanceContainer>,
) {
    for (mut physics, jumping, position, look_direction, sprinting, instance_name) in &mut query {
        // vanilla does movement interpolation here, doesn't really matter much for a
        // bot though

        if physics.velocity.x.abs() < 0.003 {
            physics.velocity.x = 0.;
        }
        if physics.velocity.y.abs() < 0.003 {
            physics.velocity.y = 0.;
        }
        if physics.velocity.z.abs() < 0.003 {
            physics.velocity.z = 0.;
        }

        if let Some(jumping) = jumping {
            if **jumping {
                // TODO: jumping in liquids and jump delay

                if physics.on_ground {
                    jump_from_ground(
                        &mut physics,
                        position,
                        look_direction,
                        sprinting,
                        instance_name,
                        &instance_container,
                    )
                }
            }
        }

        physics.xxa *= 0.98;
        physics.zza *= 0.98;

        // TODO: freezing, pushEntities, drowning damage (in their own systems,
        // after `travel`)
    }
}

pub fn jump_from_ground(
    physics: &mut Physics,
    position: &Position,
    look_direction: &LookDirection,
    sprinting: &Sprinting,
    instance_name: &InstanceName,
    instance_container: &InstanceContainer,
) {
    let world_lock = instance_container
        .get(instance_name)
        .expect("All entities should be in a valid world");
    let world = world_lock.read();

    let jump_power: f64 = jump_power(&world, position) as f64 + jump_boost_power();
    let old_delta_movement = physics.velocity;
    physics.velocity = Vec3 {
        x: old_delta_movement.x,
        y: jump_power,
        z: old_delta_movement.z,
    };
    if **sprinting {
        // sprint jumping gives some extra velocity
        let y_rot = look_direction.y_rot * 0.017453292;
        physics.velocity += Vec3 {
            x: (-math::sin(y_rot) * 0.2) as f64,
            y: 0.,
            z: (math::cos(y_rot) * 0.2) as f64,
        };
    }

    physics.has_impulse = true;
}

fn get_block_pos_below_that_affects_movement(position: &Position) -> BlockPos {
    BlockPos::new(
        position.x.floor() as i32,
        // TODO: this uses bounding_box.min_y instead of position.y
        (position.y - 0.5f64).floor() as i32,
        position.z.floor() as i32,
    )
}

// opts for handle_relative_friction_and_calculate_movement
struct HandleRelativeFrictionAndCalculateMovementOpts<'a> {
    block_friction: f32,
    world: &'a Instance,
    physics: &'a mut Physics,
    direction: &'a LookDirection,
    position: Mut<'a, Position>,
    attributes: &'a Attributes,
    is_sprinting: bool,
    on_climbable: &'a OnClimbable,
    pose: Option<&'a Pose>,
    jumping: &'a Jumping,
}

fn handle_relative_friction_and_calculate_movement(
    HandleRelativeFrictionAndCalculateMovementOpts {
        block_friction,
        world,
        physics,
        direction,
        mut position,
        attributes,
        is_sprinting,
        on_climbable,
        pose,
        jumping,
    }: HandleRelativeFrictionAndCalculateMovementOpts<'_>,
) -> Vec3 {
    move_relative(
        physics,
        direction,
        get_friction_influenced_speed(physics, attributes, block_friction, is_sprinting),
        &Vec3 {
            x: physics.xxa as f64,
            y: physics.yya as f64,
            z: physics.zza as f64,
        },
    );

    physics.velocity = handle_on_climbable(physics.velocity, on_climbable, &position, world, pose);

    move_colliding(
        &MoverType::Own,
        &physics.velocity.clone(),
        world,
        &mut position,
        physics,
    )
    .expect("Entity should exist.");
    // let delta_movement = entity.delta;
    // ladders
    //   if ((entity.horizontalCollision || entity.jumping) && (entity.onClimbable()
    // || entity.getFeetBlockState().is(Blocks.POWDER_SNOW) &&
    // PowderSnowBlock.canEntityWalkOnPowderSnow(entity))) {      var3 = new
    // Vec3(var3.x, 0.2D, var3.z);   }

    if physics.horizontal_collision || **jumping {
        let block_at_feet: azalea_registry::Block = world
            .chunks
            .get_block_state(&(*position).into())
            .unwrap_or_default()
            .into();

        // TODO: powdered snow
        if **on_climbable || block_at_feet == azalea_registry::Block::PowderSnow {
            physics.velocity.y = 0.2;
        }
    }

    physics.velocity
}

fn handle_on_climbable(
    velocity: Vec3,
    on_climbable: &OnClimbable,
    position: &Position,
    world: &Instance,
    pose: Option<&Pose>,
) -> Vec3 {
    if !**on_climbable {
        return velocity;
    }

    // minecraft does resetFallDistance here

    const CLIMBING_SPEED: f64 = 0.15_f32 as f64;

    let x = f64::clamp(velocity.x, -CLIMBING_SPEED, CLIMBING_SPEED);
    let z = f64::clamp(velocity.z, -CLIMBING_SPEED, CLIMBING_SPEED);
    let mut y = f64::max(velocity.y, -CLIMBING_SPEED);

    // sneaking on ladders/vines
    if y < 0.0
        && pose.copied() == Some(Pose::Sneaking)
        && azalea_registry::Block::from(
            world
                .chunks
                .get_block_state(&position.into())
                .unwrap_or_default(),
        ) != azalea_registry::Block::Scaffolding
    {
        y = 0.;
    }

    Vec3 { x, y, z }
}

// private float getFrictionInfluencedSpeed(float friction) {
//     return this.onGround ? this.getSpeed() * (0.21600002F / (friction *
// friction * friction)) : this.flyingSpeed; }
fn get_friction_influenced_speed(
    physics: &Physics,
    attributes: &Attributes,
    friction: f32,
    is_sprinting: bool,
) -> f32 {
    // TODO: have speed & flying_speed fields in entity
    if physics.on_ground {
        let speed: f32 = attributes.speed.calculate() as f32;
        speed * (0.216f32 / (friction * friction * friction))
    } else {
        // entity.flying_speed
        if is_sprinting {
            0.025999999f32
        } else {
            0.02
        }
    }
}

/// Returns the what the entity's jump should be multiplied by based on the
/// block they're standing on.
fn block_jump_factor(world: &Instance, position: &Position) -> f32 {
    let block_at_pos = world.chunks.get_block_state(&position.into());
    let block_below = world
        .chunks
        .get_block_state(&get_block_pos_below_that_affects_movement(position));

    let block_at_pos_jump_factor = if let Some(block) = block_at_pos {
        Box::<dyn Block>::from(block).behavior().jump_factor
    } else {
        1.
    };
    if block_at_pos_jump_factor != 1. {
        return block_at_pos_jump_factor;
    }

    if let Some(block) = block_below {
        Box::<dyn Block>::from(block).behavior().jump_factor
    } else {
        1.
    }
}

// protected float getJumpPower() {
//     return 0.42F * this.getBlockJumpFactor();
// }
// public double getJumpBoostPower() {
//     return this.hasEffect(MobEffects.JUMP) ? (double)(0.1F *
// (float)(this.getEffect(MobEffects.JUMP).getAmplifier() + 1)) : 0.0D; }
fn jump_power(world: &Instance, position: &Position) -> f32 {
    0.42 * block_jump_factor(world, position)
}

fn jump_boost_power() -> f64 {
    // TODO: potion effects
    // if let Some(effects) = entity.effects() {
    //     if let Some(jump_effect) = effects.get(&Effect::Jump) {
    //         0.1 * (jump_effect.amplifier + 1) as f32
    //     } else {
    //         0.
    //     }
    // } else {
    //     0.
    // }
    0.
}

#[cfg(test)]
mod tests {

    use azalea_core::{position::ChunkPos, resource_location::ResourceLocation};
    use azalea_entity::{EntityBundle, EntityPlugin};
    use azalea_world::{Chunk, MinecraftEntityId, PartialInstance};
    use uuid::Uuid;

    use super::*;

    /// You need an app to spawn entities in the world and do updates.
    fn make_test_app() -> App {
        let mut app = App::new();
        app.add_plugins((PhysicsPlugin, EntityPlugin))
            .init_resource::<InstanceContainer>();
        app
    }

    #[test]
    fn test_gravity() {
        let mut app = make_test_app();
        let world_lock = app.world.resource_mut::<InstanceContainer>().insert(
            ResourceLocation::new("minecraft:overworld"),
            384,
            -64,
        );
        let mut partial_world = PartialInstance::default();
        // the entity has to be in a loaded chunk for physics to work
        partial_world.chunks.set(
            &ChunkPos { x: 0, z: 0 },
            Some(Chunk::default()),
            &mut world_lock.write().chunks,
        );

        let entity = app
            .world
            .spawn((
                EntityBundle::new(
                    Uuid::nil(),
                    Vec3 {
                        x: 0.,
                        y: 70.,
                        z: 0.,
                    },
                    azalea_registry::EntityKind::Zombie,
                    ResourceLocation::new("minecraft:overworld"),
                ),
                MinecraftEntityId(0),
                LocalEntity,
            ))
            .id();
        {
            let entity_pos = *app.world.get::<Position>(entity).unwrap();
            // y should start at 70
            assert_eq!(entity_pos.y, 70.);
        }
        app.update();
        app.world.run_schedule(GameTick);
        app.update();
        {
            let entity_pos = *app.world.get::<Position>(entity).unwrap();
            // delta is applied before gravity, so the first tick only sets the delta
            assert_eq!(entity_pos.y, 70.);
            let entity_physics = app.world.get::<Physics>(entity).unwrap();
            assert!(entity_physics.velocity.y < 0.);
        }
        app.world.run_schedule(GameTick);
        app.update();
        {
            let entity_pos = *app.world.get::<Position>(entity).unwrap();
            // the second tick applies the delta to the position, so now it should go down
            assert!(
                entity_pos.y < 70.,
                "Entity y ({}) didn't go down after physics steps",
                entity_pos.y
            );
        }
    }
    #[test]
    fn test_collision() {
        let mut app = make_test_app();
        let world_lock = app.world.resource_mut::<InstanceContainer>().insert(
            ResourceLocation::new("minecraft:overworld"),
            384,
            -64,
        );
        let mut partial_world = PartialInstance::default();

        partial_world.chunks.set(
            &ChunkPos { x: 0, z: 0 },
            Some(Chunk::default()),
            &mut world_lock.write().chunks,
        );
        let entity = app
            .world
            .spawn((
                EntityBundle::new(
                    Uuid::nil(),
                    Vec3 {
                        x: 0.5,
                        y: 70.,
                        z: 0.5,
                    },
                    azalea_registry::EntityKind::Player,
                    ResourceLocation::new("minecraft:overworld"),
                ),
                MinecraftEntityId(0),
                LocalEntity,
            ))
            .id();
        let block_state = partial_world.chunks.set_block_state(
            &BlockPos { x: 0, y: 69, z: 0 },
            azalea_registry::Block::Stone.into(),
            &world_lock.write().chunks,
        );
        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"
        );
        app.update();
        app.world.run_schedule(GameTick);
        app.update();
        {
            let entity_pos = *app.world.get::<Position>(entity).unwrap();
            // delta will change, but it won't move until next tick
            assert_eq!(entity_pos.y, 70.);
            let entity_physics = app.world.get::<Physics>(entity).unwrap();
            assert!(entity_physics.velocity.y < 0.);
        }
        app.world.run_schedule(GameTick);
        app.update();
        {
            let entity_pos = *app.world.get::<Position>(entity).unwrap();
            // 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 app = make_test_app();
        let world_lock = app.world.resource_mut::<InstanceContainer>().insert(
            ResourceLocation::new("minecraft:overworld"),
            384,
            -64,
        );
        let mut partial_world = PartialInstance::default();

        partial_world.chunks.set(
            &ChunkPos { x: 0, z: 0 },
            Some(Chunk::default()),
            &mut world_lock.write().chunks,
        );
        let entity = app
            .world
            .spawn((
                EntityBundle::new(
                    Uuid::nil(),
                    Vec3 {
                        x: 0.5,
                        y: 71.,
                        z: 0.5,
                    },
                    azalea_registry::EntityKind::Player,
                    ResourceLocation::new("minecraft:overworld"),
                ),
                MinecraftEntityId(0),
                LocalEntity,
            ))
            .id();
        let block_state = partial_world.chunks.set_block_state(
            &BlockPos { x: 0, y: 69, z: 0 },
            azalea_block::blocks::StoneSlab {
                kind: azalea_block::properties::Type::Bottom,
                waterlogged: false,
            }
            .into(),
            &world_lock.write().chunks,
        );
        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"
        );
        // do a few steps so we fall on the slab
        for _ in 0..20 {
            app.world.run_schedule(GameTick);
            app.update();
        }
        let entity_pos = app.world.get::<Position>(entity).unwrap();
        assert_eq!(entity_pos.y, 69.5);
    }

    #[test]
    fn test_top_slab_collision() {
        let mut app = make_test_app();
        let world_lock = app.world.resource_mut::<InstanceContainer>().insert(
            ResourceLocation::new("minecraft:overworld"),
            384,
            -64,
        );
        let mut partial_world = PartialInstance::default();

        partial_world.chunks.set(
            &ChunkPos { x: 0, z: 0 },
            Some(Chunk::default()),
            &mut world_lock.write().chunks,
        );
        let entity = app
            .world
            .spawn((
                EntityBundle::new(
                    Uuid::nil(),
                    Vec3 {
                        x: 0.5,
                        y: 71.,
                        z: 0.5,
                    },
                    azalea_registry::EntityKind::Player,
                    ResourceLocation::new("minecraft:overworld"),
                ),
                MinecraftEntityId(0),
                LocalEntity,
            ))
            .id();
        let block_state = world_lock.write().chunks.set_block_state(
            &BlockPos { x: 0, y: 69, z: 0 },
            azalea_block::blocks::StoneSlab {
                kind: azalea_block::properties::Type::Top,
                waterlogged: false,
            }
            .into(),
        );
        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"
        );
        // do a few steps so we fall on the slab
        for _ in 0..20 {
            app.world.run_schedule(GameTick);
            app.update();
        }
        let entity_pos = app.world.get::<Position>(entity).unwrap();
        assert_eq!(entity_pos.y, 70.);
    }

    #[test]
    fn test_weird_wall_collision() {
        let mut app = make_test_app();
        let world_lock = app.world.resource_mut::<InstanceContainer>().insert(
            ResourceLocation::new("minecraft:overworld"),
            384,
            -64,
        );
        let mut partial_world = PartialInstance::default();

        partial_world.chunks.set(
            &ChunkPos { x: 0, z: 0 },
            Some(Chunk::default()),
            &mut world_lock.write().chunks,
        );
        let entity = app
            .world
            .spawn((
                EntityBundle::new(
                    Uuid::nil(),
                    Vec3 {
                        x: 0.5,
                        y: 73.,
                        z: 0.5,
                    },
                    azalea_registry::EntityKind::Player,
                    ResourceLocation::new("minecraft:overworld"),
                ),
                MinecraftEntityId(0),
                LocalEntity,
            ))
            .id();
        let block_state = world_lock.write().chunks.set_block_state(
            &BlockPos { x: 0, y: 69, z: 0 },
            azalea_block::blocks::CobblestoneWall {
                east: azalea_block::properties::EastWall::Low,
                north: azalea_block::properties::NorthWall::Low,
                south: azalea_block::properties::SouthWall::Low,
                west: azalea_block::properties::WestWall::Low,
                up: false,
                waterlogged: false,
            }
            .into(),
        );
        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"
        );
        // do a few steps so we fall on the wall
        for _ in 0..20 {
            app.world.run_schedule(GameTick);
            app.update();
        }

        let entity_pos = app.world.get::<Position>(entity).unwrap();
        assert_eq!(entity_pos.y, 70.5);
    }

    #[test]
    fn test_negative_coordinates_weird_wall_collision() {
        let mut app = make_test_app();
        let world_lock = app.world.resource_mut::<InstanceContainer>().insert(
            ResourceLocation::new("minecraft:overworld"),
            384,
            -64,
        );
        let mut partial_world = PartialInstance::default();

        partial_world.chunks.set(
            &ChunkPos { x: -1, z: -1 },
            Some(Chunk::default()),
            &mut world_lock.write().chunks,
        );
        let entity = app
            .world
            .spawn((
                EntityBundle::new(
                    Uuid::nil(),
                    Vec3 {
                        x: -7.5,
                        y: 73.,
                        z: -7.5,
                    },
                    azalea_registry::EntityKind::Player,
                    ResourceLocation::new("minecraft:overworld"),
                ),
                MinecraftEntityId(0),
                LocalEntity,
            ))
            .id();
        let block_state = world_lock.write().chunks.set_block_state(
            &BlockPos {
                x: -8,
                y: 69,
                z: -8,
            },
            azalea_block::blocks::CobblestoneWall {
                east: azalea_block::properties::EastWall::Low,
                north: azalea_block::properties::NorthWall::Low,
                south: azalea_block::properties::SouthWall::Low,
                west: azalea_block::properties::WestWall::Low,
                up: false,
                waterlogged: false,
            }
            .into(),
        );
        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"
        );
        // do a few steps so we fall on the wall
        for _ in 0..20 {
            app.world.run_schedule(GameTick);
            app.update();
        }

        let entity_pos = app.world.get::<Position>(entity).unwrap();
        assert_eq!(entity_pos.y, 70.5);
    }
}