using Godot; using System.IO; using System.Linq; using Theriapolis.Core.World.Generation; using Theriapolis.GodotHost.Platform; namespace Theriapolis.GodotHost; /// /// M1 determinism oracle. Runs the full Core worldgen pipeline from inside /// the Godot process and prints FNV hashes. Output must match /// dotnet run --project Theriapolis.Tools -- worldgen-hash --seed N /// byte-for-byte. This proves Core works untouched under Godot's csproj. /// 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; } }