export function sampleProceduralContentAdaptationFixture(options) {
    const seed = normalizeSeed(options.seed ?? 0xc067);
    const profile = options.playerTelemetry.profile;
    const difficulty = difficultyForSkill(profile.skillLevel);
    const playstyle = profile.playstyle;
    const content = [
        generateLevel(seed, difficulty, playstyle),
        generateEncounter(seed ^ 0x1138, difficulty, playstyle),
        generateReward(seed ^ 0x9821, difficulty, profile.skillLevel),
        generateQuest(seed ^ 0xa77a, difficulty, playstyle)
    ];
    const adaptiveAi = adaptiveAiFor(options.strategy ?? "counter", playstyle, profile.skillLevel, options.playerTelemetry.events.successRate);
    const core = { content, adaptiveAi, playerHash: options.playerTelemetry.hash };
    return {
        source: "origin-master-content-generator-adaptive-ai-adapted",
        content,
        adaptiveAi,
        productionReadiness: {
            contentGenerationTelemetry: true,
            playstyleCustomizationTelemetry: true,
            skillScalingTelemetry: true,
            adaptiveAiParameterTelemetry: true
        },
        blockedClaims: [
            "production procedural content generation parity",
            "runtime-authored quest/narrative generation",
            "Unity Adaptive Performance/Game Foundation parity",
            "Unreal PCG Framework/MassAI parity",
            "LLM-authored live content generation"
        ],
        claimBoundary: "This fixture ports old ContentGenerator/AdaptiveAI concepts into deterministic content-plan and adaptive-parameter telemetry. It does not create production PCG levels, generate live narrative, or claim Unity/Unreal PCG or AI-system parity.",
        hash: stableHash(JSON.stringify(core))
    };
}
function generateLevel(seed, difficulty, playstyle) {
    const multiplier = difficultyMultiplier(difficulty);
    return {
        id: "content-level-1",
        type: "level",
        difficulty,
        estimatedDurationMs: Math.round(240000 * multiplier),
        tags: ["procedural", "level", playstyle],
        parameters: {
            size: Math.round(90 * multiplier),
            enemyCount: playstyle === "stealth" ? Math.round(4 * multiplier) : Math.round(7 * multiplier),
            resourceCount: playstyle === "exploration" || playstyle === "completionist" ? Math.round(10 * multiplier) : Math.round(6 * multiplier),
            hasSecretAreas: playstyle === "exploration" || playstyle === "completionist",
            hasTimeLimit: playstyle === "speedrun",
            layout: seededUnit(seed) > 0.5 ? "branching" : "linear"
        }
    };
}
function generateEncounter(seed, difficulty, playstyle) {
    const multiplier = difficultyMultiplier(difficulty);
    return {
        id: "content-encounter-1",
        type: "enemy_encounter",
        difficulty,
        estimatedDurationMs: Math.round(95000 * multiplier),
        tags: ["combat", "encounter", playstyle === "defensive" ? "cover" : "pressure"],
        parameters: {
            enemyCount: Math.max(1, Math.round((playstyle === "aggressive" ? 6 : 4) * multiplier)),
            resourceCount: Math.max(1, Math.round((1 + seededUnit(seed) * 3) * multiplier)),
            layout: playstyle === "defensive" ? "branching" : "linear"
        }
    };
}
function generateReward(seed, difficulty, skill) {
    return {
        id: "content-reward-1",
        type: "reward",
        difficulty,
        estimatedDurationMs: 0,
        tags: ["reward", "loot", skill],
        parameters: {
            rewardTier: skill === "expert" || skill === "advanced" ? "rare" : seededUnit(seed) > 0.55 ? "uncommon" : "standard",
            resourceCount: Math.round(2 + seededUnit(seed ^ 0x55aa) * 4)
        }
    };
}
function generateQuest(seed, difficulty, playstyle) {
    return {
        id: "content-quest-1",
        type: "quest",
        difficulty,
        estimatedDurationMs: Math.round(360000 * difficultyMultiplier(difficulty)),
        tags: ["quest", playstyle === "exploration" ? "optional" : "objective"],
        parameters: {
            objectiveCount: Math.round(2 + seededUnit(seed) * 3),
            hasSecretAreas: playstyle === "completionist" || playstyle === "exploration"
        }
    };
}
function adaptiveAiFor(strategy, playstyle, skill, successRate) {
    const skillScale = skill === "expert" ? 1 : skill === "advanced" ? 0.85 : skill === "intermediate" ? 0.65 : skill === "novice" ? 0.48 : 0.35;
    const counterAggression = playstyle === "defensive" || playstyle === "stealth" ? 0.72 : playstyle === "aggressive" ? 0.48 : 0.58;
    return {
        strategy,
        behaviorMode: strategy === "counter" || strategy === "challenge" ? "adaptive" : "balanced",
        aggression: Number(Math.min(1, counterAggression + skillScale * 0.12).toFixed(3)),
        defensiveness: Number((playstyle === "aggressive" ? 0.72 : 0.48 + skillScale * 0.16).toFixed(3)),
        tacticalAwareness: Number((0.42 + skillScale * 0.44).toFixed(3)),
        reactionSpeed: Number((0.82 + skillScale * 0.38).toFixed(3)),
        accuracy: Number((0.36 + skillScale * 0.36 + successRate * 0.08).toFixed(3)),
        abilityUsage: Number((0.3 + skillScale * 0.48).toFixed(3)),
        coordination: Number((0.38 + skillScale * 0.32).toFixed(3))
    };
}
function difficultyForSkill(skill) {
    if (skill === "beginner")
        return "easy";
    if (skill === "novice" || skill === "intermediate")
        return "moderate";
    if (skill === "advanced")
        return "challenging";
    return "extreme";
}
function difficultyMultiplier(difficulty) {
    if (difficulty === "trivial")
        return 0.6;
    if (difficulty === "easy")
        return 0.8;
    if (difficulty === "moderate")
        return 1;
    if (difficulty === "challenging")
        return 1.28;
    return 1.55;
}
function normalizeSeed(seed) {
    if (!Number.isInteger(seed) || seed < 0)
        throw new Error("seed must be a non-negative integer.");
    return seed >>> 0;
}
function seededUnit(seed) {
    let value = seed >>> 0;
    value ^= value << 13;
    value ^= value >>> 17;
    value ^= value << 5;
    return (value >>> 0) / 0xffffffff;
}
function stableHash(value) {
    let hash = 2166136261;
    for (let index = 0; index < value.length; index += 1) {
        hash ^= value.charCodeAt(index);
        hash = Math.imul(hash, 16777619);
    }
    return (hash >>> 0).toString(16).padStart(8, "0");
}
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