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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cthangover committed 2026-10-21 12:31:52 +02:00
1 parent 9f86bdbb0c
commit bd55716349
86 files changed
+3173 -2181

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+31 -31
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@@ -1,6 +1,6 @@
using System.Collections.Generic;
using Cthangover.Core.Localization;
using Cthangover.Mods.Dialog;
using System.Collections.Generic;
using Cthangover.Core.Localization;
using Cthangover.Mods.Dialog;
using Cthangover.Core.UI;
using Cthangover.Mods.Interface.Base.Lists;
using Cthangover.Core.UI.Dialog;
@@ -9,31 +9,31 @@ using Cthangover.Core.UI.Executable;
using Cthangover.Core.Scenarios;
using Cthangover.Core.Scenes;
using Cthangover.Core.Interactive;
namespace Cthangover.Mods.Dialog.Scenarios
{
/// <summary>
/// Handles the <c>music</c> DSL command. Starts playing a background music
/// track from the given resource path. Implements <see cref="ICommandReferenceMetadata"/>
/// with <see cref="PositionalReferenceKind.Music"/> so the build pipeline
/// can track referenced audio assets.
/// </summary>
public class MusicCommandStrategy : IScenarioCommandStrategy, ICommandReferenceMetadata, IScenarioCommandSpec
{
/// <inheritdoc/>
public string Command => "music";
/// <inheritdoc/>
public PositionalReferenceKind Positional0Kind => PositionalReferenceKind.Music;
/// <inheritdoc/>
public int MinPositional => 1;
/// <inheritdoc/>
public int MaxPositional => 1;
/// <inheritdoc/>
public void Execute(DialogQueue dlg, List<string> positional, Dictionary<string, string> named, string arrowTarget, ILocalizationProvider locale)
{
if (positional.Count > 0)
dlg.Music(positional[0]);
}
}
}
namespace Cthangover.Mods.Dialog.Scenarios
{
/// <summary>
/// Handles the <c>music</c> DSL command. Starts playing a background music
/// track from the given resource path. Implements <see cref="ICommandReferenceMetadata"/>
/// with <see cref="PositionalReferenceKind.Music"/> so the build pipeline
/// can track referenced audio assets.
/// </summary>
public class MusicCommandStrategy : IScenarioCommandStrategy, ICommandReferenceMetadata, IScenarioCommandSpec
{
/// <inheritdoc/>
public string Command => "music";
/// <inheritdoc/>
public PositionalReferenceKind Positional0Kind => PositionalReferenceKind.Music;
/// <inheritdoc/>
public int MinPositional => 1;
/// <inheritdoc/>
public int MaxPositional => 1;
/// <inheritdoc/>
public void Execute(DialogQueue dlg, List<string> positional, Dictionary<string, string> named, string arrowTarget, ILocalizationProvider locale)
{
if (positional.Count > 0)
dlg.Music(positional[0]);
}
}
}