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

@ -1,6 +1,10 @@
package world
import "testing"
import (
"testing"
"regionio/internal/worldgen"
)
func TestScheduledRegionOresAreDeterministic(t *testing.T) {
makeRegion := func() *decorationRegion {
@ -84,10 +88,14 @@ func TestScheduledRegionOreReplayIsDeterministic(t *testing.T) {
}
a, b := makeRegion(), makeRegion()
if err := a.replayScheduledOres(12345, 0, 0); err != nil {
od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil {
t.Fatal(err)
}
if err := b.replayScheduledOres(12345, 0, 0); err != nil {
if err := a.replayScheduledOres(od, 12345, 0, 0); err != nil {
t.Fatal(err)
}
if err := b.replayScheduledOres(od, 12345, 0, 0); err != nil {
t.Fatal(err)
}
for cx := int32(-2); cx <= 2; cx++ {
@ -106,3 +114,5 @@ func TestScheduledRegionOreReplayIsDeterministic(t *testing.T) {
}
}
}