// Deterministic, hands-off benchmark mode.
//
// Activated by KOBO_BENCH=1 in the environment. When on, the game:
//   * skips the intro/menu sequence and drops straight into stage 0
//   * seeds gamerand and pubrand from KOBO_BENCH_SEED (default 12345)
//   * enables cmd_indicator (collisions register but neither side takes
//     damage — true invulnerability for deterministic workload),
//     cmd_cheat (skip score recording), and always_fire (auto-fire)
//   * defaults KOBO_STRESS=1500 unless overridden, for a steady workload
//   * dumps the profiler table and exits after KOBO_BENCH_FRAMES
//     run_game frames (default 1800 = ~60s at the game's tick rate)
//
// Together this makes a single command (`KOBO_BENCH=1 ./kobodl`) produce a
// reproducible profiler dump across phases — no menu navigation, no keyboard
// input, identical RNG and spawn pattern run-to-run.

#ifndef KOBO_BENCH_H
#define KOBO_BENCH_H

#include "sdl_compat.h"

#ifdef __cplusplus
extern "C" {
#endif

extern int    kobo_bench_enabled;
extern int    kobo_bench_frames;
extern Uint32 kobo_bench_seed;

void kobo_bench_init_env(void);

#ifdef __cplusplus
}
#endif

#endif // KOBO_BENCH_H
