using System.Reflection;
using Xunit;
namespace Theriapolis.Tests.Architecture;
///
/// 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. 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.
///
public sealed class CoreNoDependencyTests
{
private static readonly string[] ForbiddenPrefixes =
{
"Microsoft.Xna",
"MonoGame",
"Godot",
"GodotSharp",
};
[Fact]
public void Core_DoesNotReference_RenderingEngines()
{
var coreAssembly = typeof(Theriapolis.Core.C).Assembly;
var referenced = coreAssembly.GetReferencedAssemblies();
var violations = referenced
.Where(r => ForbiddenPrefixes.Any(p => r.Name?.StartsWith(p, StringComparison.OrdinalIgnoreCase) == true))
.Select(r => r.Name!)
.ToList();
Assert.True(violations.Count == 0,
$"Theriapolis.Core must not reference any rendering engine (MonoGame/XNA/Godot). " +
$"Violations: {string.Join(", ", violations)}");
}
///
/// Phase 4 also requires the new Core namespaces (Tactical, Entities,
/// Persistence, Time) to be MonoGame-free. The reflection check above
/// already proves this at the assembly level — this test is a belt-and-
/// braces audit that the namespaces actually exist (i.e., we didn't
/// accidentally put them in Game).
///
[Theory]
[InlineData("Theriapolis.Core.Tactical")]
[InlineData("Theriapolis.Core.Entities")]
[InlineData("Theriapolis.Core.Persistence")]
[InlineData("Theriapolis.Core.Time")]
public void CoreNamespace_ExistsAndIsMonoGameFree(string ns)
{
var asm = typeof(Theriapolis.Core.C).Assembly;
var anyType = asm.GetTypes().FirstOrDefault(t => t.Namespace == ns);
Assert.NotNull(anyType);
}
}