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.
53 lines
2.3 KiB
Go
53 lines
2.3 KiB
Go
package world
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import "fmt"
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// decorationSource is a source chunk whose feature pass may inspect or write a
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// target chunk. Vanilla FEATURES has a one-chunk block-state write radius.
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type decorationSource struct {
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X, Z int32
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}
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// decorationSources returns source chunks in deterministic X-major/Z-minor
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// order. Replaying all nine against one mutable 3x3 terrain region makes target
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// output independent of cache request order while preserving each source's own
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// decoration seed and placement origin.
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func decorationSources(targetX, targetZ int32) []decorationSource {
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sources := make([]decorationSource, 0, 9)
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for sourceX := targetX - 1; sourceX <= targetX+1; sourceX++ {
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for sourceZ := targetZ - 1; sourceZ <= targetZ+1; sourceZ++ {
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sources = append(sources, decorationSource{X: sourceX, Z: sourceZ})
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}
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}
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return sources
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}
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// replayScheduledOres replays each source center in deterministic order into a
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// shared region. The region must contain the target's radius-two base terrain;
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// source passes themselves may write only within their own radius-one window.
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// This is an explicit canonical order for isolated generation. It must not
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// replace the production path until parity evidence confirms that it matches
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// vanilla's chunk-status scheduling order.
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func (r *decorationRegion) replayScheduledOres(seed int64, targetX, targetZ int32) error {
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for _, source := range decorationSources(targetX, targetZ) {
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if err := r.setSource(source.X, source.Z); err != nil {
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return err
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}
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if err := r.placeScheduledGeodes(seed); err != nil {
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return fmt.Errorf("world: replay source geodes (%d,%d): %w", source.X, source.Z, err)
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}
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// Stage 3 runs before the ores on purpose: the rooms' cave_air pockets
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// are what vanilla's ore ellipsoids roll their air-exposure discards
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// against.
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if err := r.placeScheduledMonsterRooms(seed); err != nil {
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return fmt.Errorf("world: replay source monster rooms (%d,%d): %w", source.X, source.Z, err)
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}
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if err := r.placeScheduledUndergroundOresStage(seed); err != nil {
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return fmt.Errorf("world: replay source underground ores (%d,%d): %w", source.X, source.Z, err)
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}
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if err := r.placeScheduledVegetationPatches(seed); err != nil {
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return fmt.Errorf("world: replay source vegetation patches (%d,%d): %w", source.X, source.Z, err)
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}
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}
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return nil
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}
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