world: port ruined portal generation point and expose pre-carve terrain
generateBaseTerrain now factors the noise+surface stage out of chunk generation so structure placement can read pre-carve heights exactly like vanilla's STRUCTURE_STARTS stage. RuinedPortalGenerationPoint replays the ruined_portals set: the weighted pick across all seven variants on its own stream, each attempt's setup/template/rotation/ mirror draws on a fresh GenerationContext stream (makeRandom reseeds per attempt, confirmed from bytecode), findSuitableY with corner-column settle scan against those heights, and the post-draw 3D-biome filter at quart-snapped coordinates. Known gap, documented in STRUCTURE_NOTES.md: no variant is accepted in the window around the fixture's portal yet while vanilla placed one; the biome/surface inputs need a vanilla-side probe to bisect. Not wired into the production replay until that closes.
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6 changed files with 454 additions and 31 deletions
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@ -55,19 +55,31 @@ Per set per chunk, in order:
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2. placement.isStructureChunk(state, x, z) must hold (the grid above).
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3. Single-entry sets go straight to tryGenerateStructure with **zero draws**.
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4. Multi-entry sets: `random = WorldgenRandom(Legacy(0));
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random.setLargeFeatureSeed(levelSeed, chunkX, chunkZ)` (the two-long XOR
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mix), then loop:
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random.setLargeFeatureSeed(levelSeed, chunkX, chunkPos.z)` (the two-long
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XOR mix) drives ONLY the weighted picks; then loop:
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- pick = random.nextInt(totalWeight over remaining entries)
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- walk entries subtracting weight; first negative wins;
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- tryGenerateStructure it; on success stop, else REMOVE the entry,
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total -= its weight, and repeat **without reseeding** (the stream keeps
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running).
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5. tryGenerateStructure -> Structure.generate builds its own
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`WorldgenRandom(LegacyRandomSource(0))` seeded with
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setLargeFeatureSeed(seed, chunkX, chunkZ) — that is the `context.random()`
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every findGenerationPoint draw reads from. Biome check happens inside
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generate via the structure's biomes HolderSet against the biome at the
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generation point (position-dependent, after the stub is found).
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total -= its weight, and repeat **without reseeding** the pick stream.
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5. tryGenerateStructure -> Structure.generate builds a GenerationContext whose
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random comes from `GenerationContext.makeRandom(seed, chunkPos)`:
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`new WorldgenRandom(new LegacyRandomSource(0))` +
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`setLargeFeatureSeed(seed, chunkX, chunkZ)`. Every attempt therefore starts
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from an identically seeded FRESH stream — attempts do NOT continue each
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other's streams.
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6. Structure.findValidGenerationPoint runs findGenerationPoint first and filters
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by isValidBiome AFTERWARDS: the 3D noise biome at the stub position
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(quart-snapped coordinates) against the structure's biome set.
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Port status: the whole chain above plus findSuitableY live in
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world/ruined_portal.go, but nothing accepts in the ±3-chunk window around the
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fixture's portal yet — every variant lands on ocean or lush-caves biomes at
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its stub while vanilla accepted one here. Open leads, in order of suspicion:
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(a) our 3D biome sampling off the fixture's 4x4x4 lattice may diverge from
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vanilla's Climate sampler at arbitrary quart positions; (b) getBaseHeight
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semantics on water columns; (c) the settle-scan corner sampling. A Java probe
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dumping vanilla's own stub for seed 12345 chunk (1,0) would settle it
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decisively.
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### findGenerationPoint, in draw order
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