Files
TheriapolisV3/Theriapolis.Tools/Commands/WorldgenHash.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

82 lines
3.1 KiB
C#

using Theriapolis.Core.World.Generation;
namespace Theriapolis.Tools.Commands;
/// <summary>
/// worldgen-hash --seed &lt;n&gt; [--data-dir &lt;dir&gt;]
///
/// Runs the full worldgen pipeline and prints the FNV-1a hashes of every
/// output channel (elevation, moisture, temperature, biomes, settlements,
/// polylines) plus the per-stage hash dictionary. Used as a determinism
/// oracle for the Godot port — the Godot host prints the same hashes,
/// they must match byte-for-byte.
/// </summary>
public static class WorldgenHash
{
public static int Run(string[] args)
{
ulong seed = 12345;
string dataDir = ResolveDataDir();
for (int i = 0; i < args.Length; i++)
{
switch (args[i].ToLowerInvariant())
{
case "--seed":
if (i + 1 < args.Length)
{
string raw = args[++i];
seed = raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase)
? Convert.ToUInt64(raw[2..], 16)
: ulong.Parse(raw);
}
break;
case "--data-dir":
if (i + 1 < args.Length) dataDir = args[++i];
break;
}
}
if (!Directory.Exists(dataDir))
{
Console.Error.WriteLine($"Data directory not found: {dataDir}");
return 1;
}
Console.WriteLine($"[worldgen-hash] seed=0x{seed:X} data-dir={dataDir}");
var ctx = new WorldGenContext(seed, dataDir);
WorldGenerator.RunAll(ctx);
var w = ctx.World;
Console.WriteLine($"[worldgen-hash] === FNV hashes ===");
Console.WriteLine($"[worldgen-hash] elevation = 0x{w.HashElevation():X16}");
Console.WriteLine($"[worldgen-hash] moisture = 0x{w.HashMoisture():X16}");
Console.WriteLine($"[worldgen-hash] temperature = 0x{w.HashTemperature():X16}");
Console.WriteLine($"[worldgen-hash] biomes = 0x{w.HashBiomes():X16}");
Console.WriteLine($"[worldgen-hash] settlements = 0x{w.HashSettlements():X16}");
Console.WriteLine($"[worldgen-hash] polylines = 0x{w.HashPolylines():X16}");
Console.WriteLine($"[worldgen-hash] === Per-stage hashes ({w.StageHashes.Count}) ===");
foreach (var kv in w.StageHashes.OrderBy(k => k.Key, StringComparer.Ordinal))
Console.WriteLine($"[worldgen-hash] {kv.Key,-32} = 0x{kv.Value:X16}");
return 0;
}
private static string ResolveDataDir()
{
string local = Path.Combine(AppContext.BaseDirectory, "Data");
if (Directory.Exists(local)) return local;
string? dir = AppContext.BaseDirectory.TrimEnd(
Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
for (int i = 0; i < 6; i++)
{
if (dir is null) break;
string candidate = Path.Combine(dir, "Content", "Data");
if (Directory.Exists(candidate)) return candidate;
dir = Path.GetDirectoryName(dir);
}
return local;
}
}