M1: Headless parity verified between Tools and Godot

Proves Theriapolis.Core works untouched under Godot's csproj — the worldgen
pipeline produces byte-identical output whether invoked from the Tools CLI
or from inside the Godot process. This is the determinism contract surviving
the port.

Architecture test:
  CoreNoDependencyTests now forbids Godot.* and GodotSharp in addition to
  Microsoft.Xna and MonoGame. Both bans stay in force for the duration of
  the port so neither engine can leak into Core.

Determinism oracle:
  New worldgen-hash Tools command runs the full pipeline and prints FNV-1a
  hashes for every channel (elevation, moisture, temperature, biomes,
  settlements, polylines) plus per-stage hashes. Pairs with the Godot
  smoke-test for cross-process verification.

Godot-side smoke test:
  SmokeTest.cs runs WorldGenerator.RunAll inside the Godot process; Main.cs
  fires it on --smoke-test <seed>. Resolves Content/Data via res:// walk-up.
  M0 hello-world behaviour preserved when launched without the flag.

Verification (seed 12345):
  - dotnet run -- worldgen-hash and Godot --headless --smoke-test agree on
    all 6 channels and all 14 per-stage hashes (diff produces zero output)
  - 10-run sweeps stable on both sides post-determinism-fix
  - dotnet test: 708/708 pass

Closes M1 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M2 (world map render).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-04-30 21:38:15 -07:00
parent b3da447673
commit 57fe6bf173
5 changed files with 175 additions and 4 deletions
@@ -4,9 +4,11 @@ using Xunit;
namespace Theriapolis.Tests.Architecture;
/// <summary>
/// Hard rule #1: Theriapolis.Core must not reference MonoGame or Microsoft.Xna.
/// Hard rule #1: Theriapolis.Core must not reference any rendering engine.
/// This test reflects over Core.dll and fails the build if any forbidden assembly
/// is referenced.
/// is referenced. Both MonoGame/XNA (legacy) and Godot (M1+ port) are banned —
/// keep both bans for the duration of the port so the in-flight branch can't
/// regress either way.
/// </summary>
public sealed class CoreNoDependencyTests
{
@@ -14,10 +16,12 @@ public sealed class CoreNoDependencyTests
{
"Microsoft.Xna",
"MonoGame",
"Godot",
"GodotSharp",
};
[Fact]
public void Core_DoesNotReference_MonoGame()
public void Core_DoesNotReference_RenderingEngines()
{
var coreAssembly = typeof(Theriapolis.Core.C).Assembly;
var referenced = coreAssembly.GetReferencedAssemblies();
@@ -28,7 +32,8 @@ public sealed class CoreNoDependencyTests
.ToList();
Assert.True(violations.Count == 0,
$"Theriapolis.Core must not reference MonoGame/XNA. Violations: {string.Join(", ", violations)}");
$"Theriapolis.Core must not reference any rendering engine (MonoGame/XNA/Godot). " +
$"Violations: {string.Join(", ", violations)}");
}
/// <summary>