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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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using Cthangover.Core.Localization;
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using Cthangover.Mods.Dialog;
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using System.Collections.Generic;
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using Cthangover.Core.Localization;
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using Cthangover.Mods.Dialog;
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using Cthangover.Core.UI;
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using Cthangover.Mods.Interface.Base.Lists;
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using Cthangover.Core.UI.Dialog;
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@@ -9,37 +9,37 @@ using Cthangover.Core.UI.Executable;
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using Cthangover.Core.Scenarios;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Interactive;
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namespace Cthangover.Mods.Dialog.Scenarios
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{
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/// <summary>
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/// Handles the <c>title</c> DSL command. Displays a centered title/caption
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/// text on screen, typically used for chapter headings or location labels.
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/// Text can be literal or resolved from a <c>key=</c> localization entry.
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/// Silently does nothing if no text value is provided or resolved.
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/// </summary>
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public class TitleCommandStrategy : IScenarioCommandStrategy, IScenarioCommandSpec
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{
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/// <inheritdoc/>
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public string Command => "title";
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/// <inheritdoc/>
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public int MinArguments => 1;
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/// <inheritdoc/>
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public int MaxPositional => 1;
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/// <inheritdoc/>
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public IReadOnlyList<string> AllowedNamed => new[] { "key" };
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/// <inheritdoc/>
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public void Execute(DialogQueue dlg, List<string> positional, Dictionary<string, string> named, string arrowTarget, ILocalizationProvider locale)
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{
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var textVal = positional.Count > 0 ? positional[0] : null;
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if (named.TryGetValue("key", out var key) && locale != null)
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{
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var loc = locale.Get(key);
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if (loc != null) textVal = loc;
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}
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if (textVal != null)
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dlg.Title(textVal);
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}
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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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/// Handles the <c>title</c> DSL command. Displays a centered title/caption
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/// text on screen, typically used for chapter headings or location labels.
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/// Text can be literal or resolved from a <c>key=</c> localization entry.
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/// Silently does nothing if no text value is provided or resolved.
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/// </summary>
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public class TitleCommandStrategy : IScenarioCommandStrategy, IScenarioCommandSpec
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{
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/// <inheritdoc/>
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public string Command => "title";
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/// <inheritdoc/>
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public int MinArguments => 1;
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/// <inheritdoc/>
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public int MaxPositional => 1;
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/// <inheritdoc/>
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public IReadOnlyList<string> AllowedNamed => new[] { "key" };
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/// <inheritdoc/>
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public void Execute(DialogQueue dlg, List<string> positional, Dictionary<string, string> named, string arrowTarget, ILocalizationProvider locale)
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{
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var textVal = positional.Count > 0 ? positional[0] : null;
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if (named.TryGetValue("key", out var key) && locale != null)
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{
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var loc = locale.Get(key);
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if (loc != null) textVal = loc;
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}
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if (textVal != null)
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dlg.Title(textVal);
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}
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}
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}
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