world: place ruined portal pieces into the region replay
PlaceRuinedPortalPiece runs the template through the decoded processor stack — positional Legacy streams per cell drive the gold-to-air, lava-to-magma, netherrack-to-magma and block-age mossiness rolls, the features-cannot-replace guard skips protected cells, and template lava stays when it lands in existing lava. Drip columns below the portal draw from a documented approximation of the shared decoration stream; spreadNetherrack is not needed for the underground setups. The placement chain is now proven end to end: chunk (1,0) reproduces vanilla's saved start (portal_6, CLOCKWISE_90, NONE, air pocket at (16,12,0)) and the fixture parity ticks up to 98.033% with biomes and heightmaps still exact. generatorVersion bumps to 23.
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10 changed files with 366 additions and 14 deletions
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@ -123,7 +123,7 @@ func vanillaRegionGeneratorFromInputs(seed int64, od *worldgen.OverworldDensity,
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if err != nil {
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panic("world: creating decoration region: " + err.Error())
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}
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if err := region.replayScheduledOres(seed, targetX, targetZ); err != nil {
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if err := region.replayScheduledOres(od, seed, targetX, targetZ); err != nil {
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panic("world: replaying region ores: " + err.Error())
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}
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target := region.chunks[[2]int32{targetX, targetZ}]
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@ -158,7 +158,7 @@ func vanillaRegionBatchGeneratorFromInputs(seed int64, od *worldgen.OverworldDen
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if err != nil {
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return nil, err
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}
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if err := region.replayScheduledOres(seed, cx, cz); err != nil {
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if err := region.replayScheduledOres(od, seed, cx, cz); err != nil {
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return nil, err
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}
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target := region.chunks[[2]int32{cx, cz}]
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@ -192,3 +192,4 @@ func classifyColumnAtSurface(c *Chunk, x, z int) (top int, grass bool) {
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}
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return classifyColumn(&column)
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}
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