Files
TheriapolisV3/Theriapolis.Tools/Commands
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
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