Initial commit: Theriapolis baseline at port/godot branch point

Captures the pre-Godot-port state of the codebase. This is the rollback
anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md).
All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-04-30 20:40:51 -07:00
commit b451f83174
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using Theriapolis.Core.World.Generation;
namespace Theriapolis.Tests;
/// <summary>
/// Class-level fixture that memoizes worldgen pipeline runs so multiple tests
/// in the same class (all hitting e.g. seed 0xCAFEBABE) share one expensive run.
///
/// Each test class gets its own WorldCache via <see cref="Xunit.IClassFixture{T}"/>,
/// which keeps cross-class parallelism intact while collapsing within-class duplicate
/// runs. A full pipeline takes ~30s; a test class that previously did 9 runs now does 1.
///
/// Cache key is (seed, stageThroughIndex, variant):
/// - stageThroughIndex = -1 means RunAll; otherwise RunThrough(ctx, idx).
/// - variant is used by determinism tests that intentionally want TWO independent
/// runs of the same seed to compare: pass variant 0 and variant 1.
/// </summary>
public sealed class WorldCache : IDisposable
{
private readonly Dictionary<(ulong Seed, int Stage, int Variant), WorldGenContext> _cache = new();
private readonly object _lock = new();
/// <summary>Full pipeline run for <paramref name="seed"/>, memoized.</summary>
public WorldGenContext Get(ulong seed, int variant = 0) =>
GetInternal(seed, stageThroughIndex: -1, variant);
/// <summary>
/// Partial pipeline run through stage index (0-based), memoized.
/// E.g. <c>GetThrough(seed, 9)</c> runs stages 110 (HydrologyGen).
/// </summary>
public WorldGenContext GetThrough(ulong seed, int stageThroughIndex, int variant = 0) =>
GetInternal(seed, stageThroughIndex, variant);
private WorldGenContext GetInternal(ulong seed, int stageThroughIndex, int variant)
{
var key = (seed, stageThroughIndex, variant);
lock (_lock)
{
if (_cache.TryGetValue(key, out var cached)) return cached;
var ctx = new WorldGenContext(seed, TestHelpers.DataDirectory);
if (stageThroughIndex < 0)
WorldGenerator.RunAll(ctx);
else
WorldGenerator.RunThrough(ctx, stageThroughIndex);
_cache[key] = ctx;
return ctx;
}
}
public void Dispose() => _cache.Clear();
}