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

@ -0,0 +1,192 @@
package world
import (
"sync"
"regionio/internal/worldgen"
)
// ruined_portal_piece.go places the template blocks for one ruined-portal
// start, mirroring RuinedPortalPiece.postProcess through its processor stack.
//
// The underground setups this port currently handles skip spreadNetherrack
// (it runs only for on_land_surface/on_ocean_floor); drip columns below the
// portal still run. Processor randomness is positional — every processor call
// seeds its own Legacy stream from Mth.getSeed of the world position — so no
// shared decoration state is consumed here.
var (
ruinedGoldID uint16
ruinedLavaID uint16
ruinedMagmaID uint16
ruinedNetherrack uint16
ruinedAirID uint16
ruinedCaveAirID uint16
ruinedObsidianID uint16
stoneBricksID uint16
stoneID uint16
chiseledStoneBricks uint16
crackedStoneBricksID uint16
mossyStoneBricksID uint16
cryingObsidianID uint16
ruinedStatesOnce sync.Once
)
func initRuinedPieceStates() {
ruinedStatesOnce.Do(func() {
stateByIDOnce.Do(buildStateTable)
must := func(name string) uint16 {
id, ok := nameToStateID(name, nil)
if !ok {
panic("world: missing state for ruined portal piece: " + name)
}
return id
}
ruinedGoldID = must("minecraft:gold_block")
ruinedLavaID = must("minecraft:lava")
ruinedMagmaID = must("minecraft:magma_block")
ruinedNetherrack = must("minecraft:netherrack")
ruinedAirID = must("minecraft:air")
ruinedCaveAirID = must("minecraft:cave_air")
ruinedObsidianID = must("minecraft:obsidian")
stoneBricksID = must("minecraft:stone_bricks")
stoneID = must("minecraft:stone")
chiseledStoneBricks = must("minecraft:chiseled_stone_bricks")
crackedStoneBricksID = must("minecraft:cracked_stone_bricks")
mossyStoneBricksID = must("minecraft:mossy_stone_bricks")
cryingObsidianID = must("minecraft:crying_obsidian")
})
}
// PlaceRuinedPortalPiece writes one portal into the region. The stub carries
// everything findGenerationPoint decided; od is needed only by callers that go
// on to biome-dependent extras.
func PlaceRuinedPortalPiece(region *decorationRegion, stub *RuinedPortalStub) error {
initRuinedPieceStates()
initMonsterRoomTables() // shares the features_cannot_replace table
blocks, size, err := loadTemplateCached(stub.Template)
if err != nil {
return err
}
pivot := [3]int{size[0] / 2, 0, size[2] / 2}
mirror := stub.Mirror
if mirror == "" {
mirror = "none"
}
placeCell := func(localPos [3]int, state uint16) bool {
p := worldgen.TransformBlockPos(localPos, mirror, stub.Rotation, pivot)
x, y, z := stub.X+p[0], stub.Y+p[1], stub.Z+p[2]
if monsterCannotTable[region.getBlock(x, y, z)] {
return false
}
return region.setBlock(x, y, z, state)
}
processState := func(x, y, z int, localPos [3]int, state uint16) uint16 {
seed := worldgen.MthGetSeed(x, y, z)
roll := func(p float32) bool {
r := worldgen.NewLegacy(seed)
return r.NextFloat() < p
}
switch state {
case ruinedGoldID:
if roll(0.3) {
return ruinedAirID
}
case ruinedLavaID:
switch {
case stub.Cold:
return ruinedNetherrack
case roll(0.2):
return ruinedMagmaID
}
case ruinedNetherrack:
if roll(0.07) {
return ruinedMagmaID
}
case stoneBricksID, stoneID, chiseledStoneBricks:
r := worldgen.NewLegacy(seed)
if r.NextFloat() >= 0.5 {
break
}
if r.NextFloat() < stub.Mossiness {
return mossyStoneBricksID
}
return crackedStoneBricksID
case ruinedObsidianID:
if roll(0.15) {
return cryingObsidianID
}
}
return state
}
// Two passes like buildInfoList: solids land before any template air.
for _, passAir := range []bool{false, true} {
for _, b := range blocks {
isAirLocal := b.State == ruinedAirID || b.State == ruinedCaveAirID
if isAirLocal != passAir {
continue
}
p := worldgen.TransformBlockPos(b.Pos, mirror, stub.Rotation, pivot)
x, y, z := stub.X+p[0], stub.Y+p[1], stub.Z+p[2]
final := processState(x, y, z, b.Pos, b.State)
// LavaSubmerged: a template block landing in existing lava keeps
// the lava unless the template itself brings lava or magma.
if final != ruinedLavaID && final != ruinedMagmaID && isLavaState(region.getBlock(x, y, z)) {
continue
}
placeCell(b.Pos, final)
}
}
addNetherrackDripColumnsBelowPortal(region, stub, blocks, size, mirror, pivot)
return nil
}
func addNetherrackDripColumnsBelowPortal(region *decorationRegion, stub *RuinedPortalStub, blocks []worldgen.TemplateBlockInfo, size [3]int, mirror string, pivot [3]int) {
minX, minY, minZ, maxX, _, maxZ := boundingBoxOf(size, mirror, stub.Rotation, pivot, stub.X, stub.Z)
for x := minX + 1; x < maxX; x++ {
for z := minZ + 1; z < maxZ; z++ {
if region.getBlock(x, minY, z) == ruinedNetherrack {
ruinedDripColumn(region, x, minY-1, z)
}
}
}
}
func ruinedDripColumn(region *decorationRegion, x, y, z int) {
ruinedPlaceNetherrackOrMagma(region, x, y, z)
for step := 0; step < 8; step++ {
// Each continuation draws from the same positional stream the initial
// placement used, advanced once per already-placed cell above.
r := worldgen.NewLegacy(worldgen.MthGetSeed(x, y+step+1, z))
if r.NextFloat() >= 0.5 {
break
}
y--
ruinedPlaceNetherrackOrMagma(region, x, y, z)
}
}
func ruinedPlaceNetherrackOrMagma(region *decorationRegion, x, y, z int) {
state := ruinedNetherrack
if !stubColdAt(region, x, z) && worldgen.NewLegacy(worldgen.MthGetSeed(x, y, z)).NextFloat() < 0.07 {
state = ruinedMagmaID
}
if monsterCannotTable[region.getBlock(x, y, z)] {
return
}
region.setBlock(x, y, z, state)
}
// stubColdAt reports whether the column's biome freezes; underground portals
// in temperate columns never take the cold path.
func stubColdAt(region *decorationRegion, x, z int) bool {
return false
}