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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@ -47,7 +47,7 @@ func TestRegionOreReplayParityDiagnostic(t *testing.T) {
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if err != nil {
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t.Fatal(err)
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}
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if err := region.replayScheduledOres(seed, fixture.x, fixture.z); err != nil {
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if err := region.replayScheduledOres(od, seed, fixture.x, fixture.z); err != nil {
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t.Fatal(err)
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}
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regionChunk := region.chunks[[2]int32{fixture.x, fixture.z}]
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@ -514,3 +514,4 @@ func logOreDifferences(t *testing.T, label string, counts map[uint16]*oreDiffere
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t.Logf("%s %s: extra=%d missing=%d", label, stateLabel(state), entry.extra, entry.missing)
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}
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}
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