Files
TheriapolisV3/Theriapolis.Tests/Settlements/BuildingStampTests.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

233 lines
9.7 KiB
C#

using Theriapolis.Core;
using Theriapolis.Core.Data;
using Theriapolis.Core.Tactical;
using Theriapolis.Core.World;
using Theriapolis.Core.World.Settlements;
using Xunit;
namespace Theriapolis.Tests.Settlements;
/// <summary>
/// Phase 6 M0 — building stamp determinism + content shape tests.
///
/// The settlement-stamping path picks up content lazily on the first chunk
/// that touches each settlement; identical seeds must produce identical
/// building lists, and the stamped tile bytes must round-trip across two
/// independent generations.
/// </summary>
public sealed class BuildingStampTests : IClassFixture<WorldCache>
{
private const ulong TestSeed = 0xCAFEBABEUL;
private readonly WorldCache _cache;
public BuildingStampTests(WorldCache c) => _cache = c;
private SettlementContent LoadContent()
=> new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)).Settlements;
[Fact]
public void ContentLoader_LoadsBuildingsAndLayouts()
{
var content = LoadContent();
Assert.True(content.Buildings.Count >= 6,
$"expected ≥ 6 building templates, got {content.Buildings.Count}");
Assert.True(content.PresetByAnchor.Count >= 1,
"expected at least one preset settlement layout");
Assert.True(content.ProceduralByTier.Count >= 4,
"expected procedural layouts for Tier 2/3/4/5");
// Sanity: every preset must reference real building templates.
foreach (var p in content.PresetByAnchor.Values)
foreach (var b in p.Buildings)
Assert.True(content.Buildings.ContainsKey(b.Template),
$"preset '{p.Id}' references unknown template '{b.Template}'");
}
[Fact]
public void Stamp_ProducesIdenticalBuildingsAcrossRuns()
{
var w1 = _cache.Get(TestSeed, variant: 0).World;
var w2 = _cache.Get(TestSeed, variant: 1).World;
var content = LoadContent();
var s1 = w1.Settlements.First(s => !s.IsPoi && s.Tier <= 3);
var s2 = w2.Settlements.First(s => s.Id == s1.Id);
SettlementStamper.EnsureBuildingsResolved(TestSeed, s1, content);
SettlementStamper.EnsureBuildingsResolved(TestSeed, s2, content);
Assert.Equal(s1.Buildings.Count, s2.Buildings.Count);
for (int i = 0; i < s1.Buildings.Count; i++)
{
Assert.Equal(s1.Buildings[i].TemplateId, s2.Buildings[i].TemplateId);
Assert.Equal(s1.Buildings[i].MinX, s2.Buildings[i].MinX);
Assert.Equal(s1.Buildings[i].MinY, s2.Buildings[i].MinY);
Assert.Equal(s1.Buildings[i].MaxX, s2.Buildings[i].MaxX);
Assert.Equal(s1.Buildings[i].MaxY, s2.Buildings[i].MaxY);
}
}
[Fact]
public void Stamp_ProducesIdenticalChunkHashWithSameContent()
{
var w = _cache.Get(TestSeed).World;
var content = LoadContent();
var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3);
var cc = ChunkCoord.ForWorldTile(s.TileX, s.TileY);
var a = TacticalChunkGen.Generate(TestSeed, cc, w, content);
// Re-resolve buildings from a fresh world to make sure the stamper
// is idempotent (BuildingsResolved guard works).
var w2 = _cache.Get(TestSeed, variant: 1).World;
var b = TacticalChunkGen.Generate(TestSeed, cc, w2, content);
Assert.Equal(a.Hash(), b.Hash());
}
[Fact]
public void Stamp_ContentNullFallsBackToLegacyHash()
{
// Generating a chunk without content should match a chunk generated
// with the no-content overload — i.e., the fallback path is the
// Phase-4 placeholder behaviour, byte-for-byte.
var w = _cache.Get(TestSeed).World;
var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3);
var cc = ChunkCoord.ForWorldTile(s.TileX, s.TileY);
var a = TacticalChunkGen.Generate(TestSeed, cc, w);
var b = TacticalChunkGen.Generate(TestSeed, cc, w, settlementContent: null);
Assert.Equal(a.Hash(), b.Hash());
}
[Fact]
public void StampedSettlement_HasMoreBuildingTilesThanFallback()
{
// The whole point of M0 — content path stamps Floor tiles inside
// building footprints, fallback only stamps Cobble. Floor count
// diverges; this captures that.
var w = _cache.Get(TestSeed).World;
var content = LoadContent();
var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3);
var cc = ChunkCoord.ForWorldTile(s.TileX, s.TileY);
var withContent = TacticalChunkGen.Generate(TestSeed, cc, w, content);
var w2 = _cache.Get(TestSeed, variant: 1).World;
var without = TacticalChunkGen.Generate(TestSeed, cc, w2, settlementContent: null);
int floorWith = CountSurface(withContent, TacticalSurface.Floor);
int floorWithout = CountSurface(without, TacticalSurface.Floor);
Assert.True(floorWith > floorWithout,
$"Content-aware stamp should produce floor tiles; got {floorWith} vs {floorWithout}.");
}
[Fact]
public void Buildings_HaveDoorsAndDoorsAreWalkable()
{
var w = _cache.Get(TestSeed).World;
var content = LoadContent();
var s = w.Settlements.First(x => !x.IsPoi && x.Tier <= 3);
SettlementStamper.EnsureBuildingsResolved(TestSeed, s, content);
Assert.NotEmpty(s.Buildings);
// Render a chunk that overlaps each building and confirm the door
// tile is walkable + carries the Doorway flag.
foreach (var b in s.Buildings)
{
Assert.NotEmpty(b.Doors);
foreach (var (dx, dy) in b.Doors)
{
var cc = new ChunkCoord(
dx / C.TACTICAL_CHUNK_SIZE - (dx < 0 ? 1 : 0),
dy / C.TACTICAL_CHUNK_SIZE - (dy < 0 ? 1 : 0));
var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content);
int lx = dx - chunk.OriginX;
int ly = dy - chunk.OriginY;
Assert.InRange(lx, 0, C.TACTICAL_CHUNK_SIZE - 1);
Assert.InRange(ly, 0, C.TACTICAL_CHUNK_SIZE - 1);
ref var tile = ref chunk.Tiles[lx, ly];
Assert.True(tile.IsWalkable, $"door at ({dx},{dy}) for building {b.TemplateId} should be walkable");
Assert.True((tile.Flags & (byte)TacticalFlags.Doorway) != 0, "door tile must carry the Doorway flag");
Assert.True((tile.Flags & (byte)TacticalFlags.Building) != 0, "door tile must carry the Building flag");
}
}
}
[Fact]
public void MillhavenAnchor_GetsItsPresetLayout()
{
// We can't guarantee the Millhaven anchor exists at every test seed
// (placement depends on world geometry). When it does, it should
// resolve to the preset layout, not the procedural Tier-1 fallback.
var w = _cache.Get(TestSeed).World;
var content = LoadContent();
var millhaven = w.Settlements.FirstOrDefault(
s => s.Anchor is NarrativeAnchor.Millhaven);
if (millhaven is null) return;
var layout = content.ResolveFor(millhaven);
Assert.NotNull(layout);
Assert.Equal("preset", layout!.Kind);
Assert.Equal("Millhaven", layout.Anchor);
}
[Fact]
public void ProceduralLayouts_StampMultipleBuildings()
{
// Pick a non-anchor Tier 2 or 3 settlement and confirm the
// procedural roller produced more than one building. Sanity that
// the weighted picker doesn't collapse to zero.
var w = _cache.Get(TestSeed).World;
var content = LoadContent();
var s = w.Settlements.FirstOrDefault(
x => x.Anchor is null && !x.IsPoi && x.Tier is 2 or 3);
if (s is null) return;
SettlementStamper.EnsureBuildingsResolved(TestSeed, s, content);
Assert.True(s.Buildings.Count >= 2,
$"procedural Tier-{s.Tier} settlement should stamp ≥ 2 buildings, got {s.Buildings.Count}");
}
[Fact]
public void ResidentSpawns_AppearInChunkSpawnList()
{
var w = _cache.Get(TestSeed).World;
var content = LoadContent();
// Find any settlement at Tier ≤ 3 whose layout has roles.
var s = w.Settlements.First(x => !x.IsPoi && x.Tier <= 3);
SettlementStamper.EnsureBuildingsResolved(TestSeed, s, content);
// Sum role count across buildings.
int expectedRoles = s.Buildings.Sum(b => b.Residents.Length);
if (expectedRoles == 0) return;
// Generate every chunk overlapping any building and count Resident
// spawn records emitted.
int actual = 0;
var seen = new HashSet<ChunkCoord>();
foreach (var b in s.Buildings)
{
int minCx = (int)Math.Floor(b.MinX / (double)C.TACTICAL_CHUNK_SIZE);
int minCy = (int)Math.Floor(b.MinY / (double)C.TACTICAL_CHUNK_SIZE);
int maxCx = (int)Math.Floor(b.MaxX / (double)C.TACTICAL_CHUNK_SIZE);
int maxCy = (int)Math.Floor(b.MaxY / (double)C.TACTICAL_CHUNK_SIZE);
for (int cy = minCy; cy <= maxCy; cy++)
for (int cx = minCx; cx <= maxCx; cx++)
{
var cc = new ChunkCoord(cx, cy);
if (!seen.Add(cc)) continue;
var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content);
foreach (var sp in chunk.Spawns)
if (sp.Kind == SpawnKind.Resident) actual++;
}
}
Assert.Equal(expectedRoles, actual);
}
private static int CountSurface(TacticalChunk chunk, TacticalSurface surface)
{
int n = 0;
for (int y = 0; y < C.TACTICAL_CHUNK_SIZE; y++)
for (int x = 0; x < C.TACTICAL_CHUNK_SIZE; x++)
if (chunk.Tiles[x, y].Surface == surface) n++;
return n;
}
}