world: replay stage-3 monster rooms
Ports MonsterRoomFeature from bytecode with vanilla draw order and loop structure: shell validation (solid floor and ceiling, one to five open side columns), interior cave_air carving, cobblestone walls with the mossy three-in-four floor roll drawn only where vanilla draws it, chest placement faced away from its single opaque neighbour with the loot-seed long consumed even though block entities are not modelled yet, and the spawner's one-draw mob pick. Writes go through Feature.safeSetBlock semantics against #minecraft:features_cannot_replace, captured verbatim from the jar into the embedded datapack data. The pass slots between geodes and the ores so the rooms' cave_air pockets exist before ore ellipsoids roll their air-exposure discards. The committed fixture's four chunks happen to contain no dungeons, so measured parity holds at 98.028%, but the generator's output can differ elsewhere: generatorVersion bumps to 22.
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@ -33,7 +33,7 @@ const dataVersion26 = 4790
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// first time it ran: chunkAt prefers the store over the generator, so the
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// already-explored area around spawn keeps its old terrain and every later fix
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// looks like it did nothing in exactly the place you are standing.
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const generatorVersion = 21
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const generatorVersion = 22
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// generatorVersionTag is the NBT key holding generatorVersion. It is namespaced
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// because it is ours, not part of the vanilla chunk format.
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