// P10.4 — Cascade-cue selection snapshot: prove the cascade-depth → combo-cue
// mapping is a PURE, headless clamp. It reuses audio.sx's `cascade_cue_index`
// (and `cascade_cue_name`) UNCHANGED — the exact functions `play_cascade` calls
// — so the escalation logic the audio playback path can't gate-cover is covered
// here with no audio. The mapping clamps depth <= 1 to the first cue (combo1)
// and depth >= COMBO_CLIPS to the last (combo5), stepping up monotonically in
// between. The depth→index/name table below is locked by the committed snapshot.
#import "modules/std.sx";
#import "audio.sx";

main :: () -> s32 {
    print("== cascade cue selection (depth -> combo cue) ==\n");

    // Walk a representative depth range (0..9) so both clamps and the monotonic
    // middle are visible: depths 0,1 pin to the first cue; depths >= 5 pin to
    // the last; 2,3,4 step up one cue at a time.
    prev : s64 = -1;
    for 0..10: (depth) {
        idx := cascade_cue_index(depth);
        print("depth {} -> idx {} ({})\n", depth, idx, cascade_cue_name(idx));
        // The mapping must never step down as depth grows.
        if idx < prev { print("FAIL: cue index decreased at depth {}\n", depth); return 1; }
        prev = idx;
    }

    // Explicit clamp boundaries, independent of the loop above.
    if cascade_cue_index(0) != 0 { print("FAIL: depth 0 not clamped to first cue\n"); return 1; }
    if cascade_cue_index(1) != 0 { print("FAIL: depth 1 not clamped to first cue\n"); return 1; }
    if cascade_cue_index(COMBO_CLIPS) != COMBO_CLIPS - 1 { print("FAIL: depth COMBO_CLIPS not at last cue\n"); return 1; }
    if cascade_cue_index(9) != COMBO_CLIPS - 1 { print("FAIL: deep cascade not clamped to last cue\n"); return 1; }

    print("ok: cascade cue mapping clamps into combo1..combo{}\n", COMBO_CLIPS);
    return 0;
}
