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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@@ -1,4 +1,4 @@
using Cthangover.Core.Utils;
using Cthangover.Core.Utils;
using Cthangover.Core.UI;
using Cthangover.Mods.Interface.Base.Lists;
using Cthangover.Core.UI.Dialog;
@@ -7,33 +7,33 @@ using Cthangover.Core.UI.Executable;
using Cthangover.Core.Scenarios;
using Cthangover.Core.Scenes;
using Cthangover.Core.Interactive;
namespace Cthangover.Mods.Dialog.Action.Impls
{
/// <summary>
/// Executes an arbitrary Action delegate inside the dialog queue.
/// Allows imperative code injection (e.g. quest state changes, UI toggles)
/// without creating a dedicated action class. NoWait so the queue advances
/// immediately after the delegate returns.
/// </summary>
public class ActionRun : ActionCommand
{
/// <summary>Arbitrary delegate executed during dialog sequencing. Null delegates are logged and skipped.</summary>
public System.Action Executable { get; set; }
/// <summary>The delegate runs and the dialog advances — no pausing.</summary>
public override WaitType WaitType { get; set; } = WaitType.NoWait;
/// <summary>Invokes <see cref="Executable"/>; a null delegate is logged and skipped so the queue keeps flowing.</summary>
public override void DoRun(DialogRuntime runtime)
{
if (Executable == null)
{
GameLogger.Log("DIALOG", "ActionRun: Executable delegate is null", LogLevel.Error);
return;
}
Executable();
}
}
}
namespace Cthangover.Mods.Dialog.Action.Impls
{
/// <summary>
/// Executes an arbitrary Action delegate inside the dialog queue.
/// Allows imperative code injection (e.g. quest state changes, UI toggles)
/// without creating a dedicated action class. NoWait so the queue advances
/// immediately after the delegate returns.
/// </summary>
public class ActionRun : ActionCommand
{
/// <summary>Arbitrary delegate executed during dialog sequencing. Null delegates are logged and skipped.</summary>
public System.Action Executable { get; set; }
/// <summary>The delegate runs and the dialog advances — no pausing.</summary>
public override WaitType WaitType { get; set; } = WaitType.NoWait;
/// <summary>Invokes <see cref="Executable"/>; a null delegate is logged and skipped so the queue keeps flowing.</summary>
public override void DoRun(DialogRuntime runtime)
{
if (Executable == null)
{
GameLogger.Log("DIALOG", "ActionRun: Executable delegate is null", LogLevel.Error);
return;
}
Executable();
}
}
}