Files
TheriapolisV3/Theriapolis.Tests/Tactical/TacticalChunkDeterminismTests.cs
T
Christopher Wiebe b451f83174 Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback
anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md).
All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-30 20:40:51 -07:00

84 lines
3.3 KiB
C#

using Theriapolis.Core;
using Theriapolis.Core.Tactical;
using Xunit;
namespace Theriapolis.Tests.Tactical;
/// <summary>
/// Phase 4 chunk-determinism contract:
/// • Same (worldSeed, ChunkCoord) twice → byte-identical chunk hash.
/// • Stream cycle: generate → evict → regenerate → identical hash.
/// • Different chunk coords → different hashes (no chunk-coord collision).
/// </summary>
public sealed class TacticalChunkDeterminismTests : IClassFixture<WorldCache>
{
private const ulong TestSeed = 0xCAFEBABEUL;
private readonly WorldCache _cache;
public TacticalChunkDeterminismTests(WorldCache c) => _cache = c;
[Theory]
[InlineData(0, 0)]
[InlineData(5, 7)]
[InlineData(20, 30)]
[InlineData(60, 60)]
public void SameChunk_GeneratesIdenticalBytes(int cx, int cy)
{
var w = _cache.Get(TestSeed).World;
var a = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(cx, cy), w);
var b = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(cx, cy), w);
Assert.Equal(a.Hash(), b.Hash());
}
[Fact]
public void StreamCycle_RegenerateProducesSameHash()
{
// Use two independent worldgen runs to avoid sharing any cached state
// accidentally — each Generate call is supposed to be a pure function.
var wA = _cache.Get(TestSeed, variant: 0).World;
var wB = _cache.Get(TestSeed, variant: 1).World;
var cc = new ChunkCoord(15, 20);
var first = TacticalChunkGen.Generate(TestSeed, cc, wA);
var second = TacticalChunkGen.Generate(TestSeed, cc, wB);
Assert.Equal(first.Hash(), second.Hash());
}
[Fact]
public void DifferentCoords_DifferentHashes()
{
// Pick chunks that overlap a known settlement footprint so we
// guarantee non-trivial content rather than picking edges that may
// both be all-ocean (identical hashes are then a true positive,
// not a determinism bug).
var w = _cache.Get(TestSeed).World;
var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3);
var anchor = ChunkCoord.ForWorldTile(s.TileX, s.TileY);
var a = TacticalChunkGen.Generate(TestSeed, anchor, w);
var b = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(anchor.X + 4, anchor.Y), w);
var c = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(anchor.X, anchor.Y + 4), w);
Assert.NotEqual(a.Hash(), b.Hash());
Assert.NotEqual(a.Hash(), c.Hash());
Assert.NotEqual(b.Hash(), c.Hash());
}
[Fact]
public void DifferentSeeds_DifferentHashes()
{
var wA = _cache.Get(TestSeed).World;
var wB = _cache.Get(TestSeed + 1).World;
var sA = wA.Settlements.First(s => !s.IsPoi && s.Tier <= 3);
var anchor = ChunkCoord.ForWorldTile(sA.TileX, sA.TileY);
var a = TacticalChunkGen.Generate(TestSeed, anchor, wA);
var b = TacticalChunkGen.Generate(TestSeed + 1, anchor, wB);
Assert.NotEqual(a.Hash(), b.Hash());
}
[Fact]
public void Chunk_HasExpectedDimensions()
{
var w = _cache.Get(TestSeed).World;
var chunk = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(0, 0), w);
Assert.Equal(C.TACTICAL_CHUNK_SIZE, chunk.Tiles.GetLength(0));
Assert.Equal(C.TACTICAL_CHUNK_SIZE, chunk.Tiles.GetLength(1));
}
}