using Godot;
using System.IO;
using System.Linq;
using Theriapolis.Core.World.Generation;
using Theriapolis.GodotHost.Platform;

namespace Theriapolis.GodotHost;

/// <summary>
/// M1 determinism oracle. Runs the full Core worldgen pipeline from inside
/// the Godot process and prints FNV hashes. Output must match
/// <c>dotnet run --project Theriapolis.Tools -- worldgen-hash --seed N</c>
/// byte-for-byte. This proves Core works untouched under Godot's csproj.
/// </summary>
public static class SmokeTest
{
    public static int Run(ulong seed)
    {
        string dataDir = ContentPaths.DataDir;
        if (!Directory.Exists(dataDir))
        {
            GD.PrintErr($"[smoke-test] Data directory not found: {dataDir}");
            return 1;
        }

        GD.Print($"[smoke-test] seed=0x{seed:X} data-dir={dataDir}");
        var ctx = new WorldGenContext(seed, dataDir);
        WorldGenerator.RunAll(ctx);
        var w = ctx.World;

        GD.Print($"[smoke-test] === FNV hashes ===");
        GD.Print($"[smoke-test] elevation     = 0x{w.HashElevation():X16}");
        GD.Print($"[smoke-test] moisture      = 0x{w.HashMoisture():X16}");
        GD.Print($"[smoke-test] temperature   = 0x{w.HashTemperature():X16}");
        GD.Print($"[smoke-test] biomes        = 0x{w.HashBiomes():X16}");
        GD.Print($"[smoke-test] settlements   = 0x{w.HashSettlements():X16}");
        GD.Print($"[smoke-test] polylines     = 0x{w.HashPolylines():X16}");
        GD.Print($"[smoke-test] === Per-stage hashes ({w.StageHashes.Count}) ===");
        foreach (var kv in w.StageHashes.OrderBy(k => k.Key, System.StringComparer.Ordinal))
            GD.Print($"[smoke-test] {kv.Key,-32} = 0x{kv.Value:X16}");
        return 0;
    }
}
