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.
This commit is contained in:
Daniar Mannanov 2026-08-26 15:26:42 +03:00
parent 0bb480279f
commit 120531c13d
10 changed files with 366 additions and 14 deletions

View file

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