Event-driven dialog queue, story flag command, mod unit tests
Push-based event chains, runtime fixes (single end, goto lifecycle, if, busy box, held delay, empty options, timed/animated/effect actions), the 'flag name value' DSL command, autoplay --dialogs=N, 19 mod unit tests.
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@@ -1,40 +1,40 @@
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namespace Cthangover.Mods.Dialog.Scenarios
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{
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/// <summary>
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/// Classifies the type of resource that the first positional argument of a
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/// scenario command refers to. Used for dependency tracking — the build tool
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/// can scan commands by their <see cref="ICommandReferenceMetadata"/> to
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/// discover which assets (backgrounds, scenes, music, etc.) are referenced
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/// and need to be packed into the final build.
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/// </summary>
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public enum PositionalReferenceKind
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{
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/// <summary>No resource reference in the first positional argument.</summary>
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None,
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/// <summary>A background image resource path.</summary>
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Background,
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/// <summary>A scene resource path (for scene switching).</summary>
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Scene,
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/// <summary>A music/audio resource path.</summary>
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Music,
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/// <summary>A sound effect resource path.</summary>
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Sound,
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/// <summary>An effect/shader resource path.</summary>
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Effect,
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/// <summary>An interactive action definition ID.</summary>
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Action
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}
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/// <summary>
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/// Optional interface for command strategies whose first positional argument
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/// references an external resource. Strategies implementing this interface
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/// are inspected by the build pipeline to collect asset dependencies.
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/// </summary>
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public interface ICommandReferenceMetadata
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{
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/// <summary>
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/// The kind of resource referenced by the first positional argument of this command.
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/// </summary>
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PositionalReferenceKind Positional0Kind { get; }
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}
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}
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namespace Cthangover.Mods.Dialog.Scenarios
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{
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/// <summary>
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/// Classifies the type of resource that the first positional argument of a
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/// scenario command refers to. Used for dependency tracking — the build tool
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/// can scan commands by their <see cref="ICommandReferenceMetadata"/> to
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/// discover which assets (backgrounds, scenes, music, etc.) are referenced
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/// and need to be packed into the final build.
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/// </summary>
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public enum PositionalReferenceKind
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{
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/// <summary>No resource reference in the first positional argument.</summary>
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None,
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/// <summary>A background image resource path.</summary>
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Background,
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/// <summary>A scene resource path (for scene switching).</summary>
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Scene,
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/// <summary>A music/audio resource path.</summary>
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Music,
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/// <summary>A sound effect resource path.</summary>
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Sound,
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/// <summary>An effect/shader resource path.</summary>
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Effect,
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/// <summary>An interactive action definition ID.</summary>
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Action
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}
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/// <summary>
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/// Optional interface for command strategies whose first positional argument
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/// references an external resource. Strategies implementing this interface
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/// are inspected by the build pipeline to collect asset dependencies.
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/// </summary>
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public interface ICommandReferenceMetadata
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{
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/// <summary>
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/// The kind of resource referenced by the first positional argument of this command.
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/// </summary>
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PositionalReferenceKind Positional0Kind { get; }
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}
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}
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