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.
129 lines
3.7 KiB
Go
129 lines
3.7 KiB
Go
package world
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import (
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"testing"
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"regionio/internal/worldgen"
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)
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// buildSolidRegion returns a one-chunk region filled with stone below y=20 so
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// room validation has a predictable shell to accept or reject.
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func buildSolidRegion(t *testing.T) (*decorationRegion, []*Chunk) {
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t.Helper()
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chunk := NewChunk(0, 0, BiomePlains)
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for y := MinY; y < 24; y++ {
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for z := 0; z < 16; z++ {
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for x := 0; x < 16; x++ {
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chunk.SetBlock(x, y, z, StateStone)
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}
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}
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}
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region, err := newDecorationRegion([]*Chunk{chunk})
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if err != nil {
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t.Fatal(err)
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}
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if err := region.setSource(0, 0); err != nil {
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t.Fatal(err)
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}
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return region, []*Chunk{chunk}
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}
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func TestMonsterRoomCarvesShell(t *testing.T) {
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initMonsterRoomTables()
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region, _ := buildSolidRegion(t)
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// A fully sealed shell has no side openings at y=0, so vanilla rejects the
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// placement before any write.
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random := worldgen.NewWorldgenRandom(1)
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if placeMonsterRoom(region, random, 8, 10, 8) {
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t.Fatal("room placed in a sealed shell")
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}
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// Open one column on the +x wall: two adjacent air cells at y=0 and y=1.
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region.setBlock(8 + 4, 10, 8, StateAir)
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region.setBlock(8 + 4, 11, 8, StateAir)
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if !placeMonsterRoom(region, random, 8, 10, 8) {
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t.Fatal("room rejected despite an open side column")
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}
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// The spawner lands at the origin; neighbouring interior cells are air.
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if got := region.getBlock(8, 10, 8); got != monsterSpawnerID {
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t.Fatalf("origin state = %s, want the spawner", stateLabel(got))
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}
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if got := region.getBlock(6, 10, 6); !monsterIsAir(got) {
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t.Fatalf("interior state = %s, want air", stateLabel(got))
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}
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// The floor row is cobblestone or mossy cobblestone.
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floor := region.getBlock(7, 9, 8)
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if floor != monsterCobbleID && floor != monsterMossyID {
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t.Fatalf("floor state = %s, want cobblestone family", stateLabel(floor))
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}
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// The untouched shell above stays stone.
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if got := region.getBlock(8, 15, 8); got != StateStone {
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t.Fatalf("ceiling state = %s, want stone", stateLabel(got))
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}
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}
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func TestMonsterRoomPlacementIsDeterministic(t *testing.T) {
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initMonsterRoomTables()
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build := func() *Chunk {
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region, _ := buildSolidRegion(t)
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region.setBlock(12, 10, 8, StateAir)
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region.setBlock(12, 11, 8, StateAir)
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random := worldgen.NewWorldgenRandom(42)
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placeMonsterRoom(region, random, 8, 10, 8)
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return region.chunks[[2]int32{0, 0}]
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}
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a, b := build(), build()
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for y := MinY; y < MinY+WorldHeight; y++ {
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for z := 0; z < 16; z++ {
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for x := 0; x < 16; x++ {
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if a.GetBlock(x, y, z) != b.GetBlock(x, y, z) {
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t.Fatalf("nondeterministic block at (%d,%d,%d)", x, y, z)
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}
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}
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}
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}
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}
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func TestMonsterRoomReplayMatchesDirectPass(t *testing.T) {
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od, err := worldgen.LoadOverworldFinalDensity(12345)
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if err != nil {
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t.Fatal(err)
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}
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fluidPicker := worldgen.OverworldFluidPicker(od.SeaLevel)
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veins := worldgen.NewOreVeinifier(od)
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carver, err := worldgen.NewCarver(od, 12345)
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if err != nil {
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t.Fatal(err)
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}
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initCarverReplaceable(carver.ReplaceableBlocks())
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generate := func() *Chunk {
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var chunks []*Chunk
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for cx := int32(-2); cx <= 2; cx++ {
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for cz := int32(-2); cz <= 2; cz++ {
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chunks = append(chunks, generateVanillaWithoutDecoration(od, fluidPicker, veins, carver, 12345, cx, cz))
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}
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}
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region, err := newDecorationRegion(chunks)
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if err != nil {
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t.Fatal(err)
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}
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if err := region.replayScheduledOres(od, 12345, 0, 0); err != nil {
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t.Fatal(err)
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}
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return region.chunks[[2]int32{0, 0}]
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}
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a, b := generate(), generate()
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for y := MinY; y < MinY+WorldHeight; y++ {
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for z := 0; z < 16; z++ {
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for x := 0; x < 16; x++ {
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if a.GetBlock(x, y, z) != b.GetBlock(x, y, z) {
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t.Fatalf("region replay nondeterministic at (%d,%d,%d)", x, y, z)
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}
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}
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}
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}
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}
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