Scenario conditions in dialogs: option if= hides choices, when moved here from stat checks; command schemas

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
cthangoverandClaude Opus 5.5 committed 2026-10-24 10:01:11 +02:00
1 parent dde5262aa0
commit 68ed11cadc
14 files changed
+542 -3

No files matched your search

+17 -2
View File
@@ -1,4 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using Cthangover.Core.Utils;
using Cthangover.Mods.Dialog.Action;
using Godot;
using Cthangover.Core.UI;
@@ -35,16 +37,29 @@ namespace Cthangover.Mods.Dialog.Action.Impls
public override WaitType WaitType { get; set; } = WaitType.WaitSelect;
/// <summary>Substitutes variables in the variants and context text, then shows the answer box; the runtime stays paused until a variant is picked.</summary>
/// <summary>
/// Offers the options whose conditions hold now. When none does, the choice is
/// skipped and the dialog goes on with the next line, so a choice of only gated
/// options never leaves the player stuck.
/// </summary>
public override void DoRun(DialogRuntime runtime)
{
var dialogBox = runtime.DialogBox;
if (dialogBox == null)
return;
foreach (var variant in Variants)
var shown = Variants.Where(v => v.IsShown()).ToList();
WaitType = shown.Count == 0 ? WaitType.NoWait : WaitType.WaitSelect;
if (shown.Count == 0)
{
GameLogger.Log("DIALOG", "select: no option is shown (all conditions false), going on", LogLevel.Debug);
return;
}
foreach (var variant in shown)
variant.Text = runtime.ProcessText(variant.Text);
dialogBox.SetVariants(Variants);
dialogBox.SetVariants(shown);
dialogBox.SetText(runtime.ProcessText(Text));
}
}