Files
TheriapolisV3/Theriapolis.Tests/Architecture/CoreNoDependencyTests.cs
T
Christopher Wiebe 57fe6bf173 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>
2026-04-30 21:38:15 -07:00

58 lines
2.0 KiB
C#

using System.Reflection;
using Xunit;
namespace Theriapolis.Tests.Architecture;
/// <summary>
/// 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.
/// </summary>
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)}");
}
/// <summary>
/// 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).
/// </summary>
[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);
}
}