Update characters_editor implementation, assets and documentation

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cthangover committed 2026-10-31 15:28:49 +03:00
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namespace Cthangover.Tools.CharactersEditor.Tests
{
using Cthangover.Core.Mods.Testing;
/// <summary>
/// The join scenario of a character (plan 14.G7) as text and path: the file the "Joins the party" block writes, and the flag
/// and <c>party.add</c> line it holds. The rpg editor reads the same names (<c>RpgCharacterActors</c>): both sides change together.
/// </summary>
public class CompanionScenarioTests
{
[ModTest("companion/path_and_key_are_the_party_folder")]
static void PathAndKey(ModTestContext ctx)
{
ModAssert.Equal("scenarios/rpg_plus_game/party/rpg_companion.scenario", CompanionScenario.Path("rpg_plus_game", "rpg_companion"), "the file");
ModAssert.Equal("rpg_plus_game/party/rpg_companion", CompanionScenario.Key("rpg_plus_game", "rpg_companion"), "the scenario key");
}
[ModTest("companion/flag_is_the_id_with_joined")]
static void Flag(ModTestContext ctx)
{
ModAssert.Equal("rpg_companion_joined", CompanionScenario.Flag("rpg_companion"), "the join flag");
}
[ModTest("companion/text_sets_the_flag_then_adds_the_party_member")]
static void Text(ModTestContext ctx)
{
ModAssert.Equal("flag rpg_companion_joined 1\naction party.add id=rpg_companion\nend\n", CompanionScenario.Text("rpg_companion"),
"the text is LF, the flag first, then party.add");
}
}
}