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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@@ -1,7 +1,6 @@
using System.Collections.Generic;
using Cthangover.Core.Events;
using Cthangover.Mods.Dialog;
using Cthangover.Core.UI.Event;
using Cthangover.Core.Scenes;
using Cthangover.Core.Utils;
using Godot;
@@ -15,35 +14,41 @@ using Cthangover.Core.Interactive;
namespace Cthangover.Mods.Dialog.Executable
{
/// <summary>
/// The primary event chain for a scene. Registers as IOnUpdateEvent and
/// rescans registered ExecutableEvents only when the condition state changes
/// (bumped <see cref="ConditionStateMonitor.Version"/>), on dialog end, or on
/// the first scan — with a 0.5s debounce. On _Ready, auto-collects child
/// ExecutableEvent nodes and handles deferred scene switches (pending scene
/// name from SceneManager). Exposes LastBackgroundID so action commands can
/// remember which background was active for scene restore on revisit.
/// AddEvent/RemoveEvent/ClearEvents allow dynamic event management via code.
/// Events are checked in insertion order; the first satisfying both IsOneRun
/// and CheckConditions gets executed. A skip-guard prevents re-running the
/// same event at the same state version, breaking self-trigger loops while
/// preserving A→B chaining.
/// The primary event chain for a scene: picks the next ExecutableEvent to run
/// in the dialog box. Event-driven — there is no per-frame work. A scan is
/// requested when the condition state changes (<see cref="ConditionStateChangedEvent"/>),
/// when a dialog ends (<see cref="DialogEndedEvent"/>), when an event is added,
/// when the chain becomes ready and when it is re-activated. Requests are
/// coalesced into one deferred scan at the end of the frame: a burst of flag
/// changes costs one pass, the state is read after the change completed (some
/// publishers raise their event before storing the value), and a scan never
/// runs inside the dialog runtime that ended a queue.
/// <para/>
/// On _Ready the chain collects child ExecutableEvent nodes and replays a
/// pending scene switch (pending scene name from SceneManager). Exposes
/// LastBackgroundID so action commands can remember which background was
/// active for scene restore on revisit. AddEvent/RemoveEvent/ClearEvents allow
/// dynamic event management via code. Events are checked in insertion order;
/// the first satisfying both IsOneRun and CheckConditions gets executed.
/// <para/>
/// Self-loop guard: the chain remembers, per event, the condition version at
/// the moment its dialog ended, and does not run that event again until the
/// state changed after it. An event's own state changes (made during its
/// dialog) therefore never re-trigger it, A→B chaining still works, and two
/// repeatable events cannot ping-pong A→B→A while nothing changes.
/// </summary>
public partial class ExecutableMainEventChain : Control, IExecutableEventChain, IOnUpdateEvent
public partial class ExecutableMainEventChain : Control, IExecutableEventChain
{
private bool isActive = true;
private List<ExecutableEvent> allEvents = new();
private DialogBox dialogBox;
private SceneEventController eventController;
private float timestamp;
// Version of the last event scan (MinValue forces the first scan).
private long _lastScanVersion = long.MinValue;
// Version at the moment the chain's own last-run event finished its dialog.
private long _lastRunEndVersion = long.MinValue;
// The last event the chain actually started.
private ExecutableEvent _lastRunEvent;
// "Wake up and rescan" flag, set on dialog end or new event added.
private bool _wakeup;
// Condition version at the end of each event's last dialog run by this chain.
private readonly Dictionary<ExecutableEvent, long> endVersions = new();
// The event whose dialog the chain started and is waiting to end.
private ExecutableEvent running;
// A deferred scan is already queued for this frame.
private bool scanQueued;
/// <summary>
/// Stores the last background ID set by action commands (e.g. "bg_home").
@@ -52,20 +57,18 @@ namespace Cthangover.Mods.Dialog.Executable
public string LastBackgroundID { get; set; }
/// <summary>
/// Event priority for <see cref="SceneEventController"/> sorting. Value
/// <c>1</c> places this chain after high-priority handlers but before
/// general subscribers.
/// </summary>
public int Priority => 1;
/// <summary>
/// Enables or disables event polling. When <c>false</c>,
/// <see cref="OnUpdate"/> returns immediately without dispatching events.
/// Enables or disables event dispatch. While <c>false</c>, scans do nothing;
/// switching back to <c>true</c> requests a scan.
/// </summary>
public bool IsActive
{
get => isActive;
set { isActive = value; }
set
{
isActive = value;
if (value)
RequestScan();
}
}
/// <summary>
@@ -83,11 +86,14 @@ namespace Cthangover.Mods.Dialog.Executable
evt.QueueFree();
}
allEvents.Clear();
endVersions.Clear();
running = null;
}
/// <summary>
/// Adds an <see cref="ExecutableEvent"/> to the chain and reparents it via
/// <c>AddChild</c>. Events are dispatched in insertion order.
/// <c>AddChild</c>. Events are dispatched in insertion order; adding one
/// requests a scan.
/// </summary>
/// <param name="evt">The event to register and parent to this chain.</param>
public void AddEvent(IExecutableEvent evt)
@@ -97,7 +103,7 @@ namespace Cthangover.Mods.Dialog.Executable
GameLogger.Log("CHAIN", $"AddEvent: {typed.GetType().Name} [condition={id}] — calling AddChild");
AddChild(typed);
allEvents.Add(typed);
_wakeup = true;
RequestScan();
GameLogger.Log("CHAIN", $" AddEvent: done, allEvents.Count={allEvents.Count}");
}
@@ -110,21 +116,23 @@ namespace Cthangover.Mods.Dialog.Executable
{
if (allEvents.Remove(evt))
{
endVersions.Remove(evt);
if (running == evt)
running = null;
evt.QueueFree();
GameLogger.Log("CHAIN", $"removed event '{evt.GetType().Name}'");
}
}
/// <summary>Finds the shared <see cref="DialogBox"/> and event controller, collects child events, publishes the shell-ready event and replays any pending scene switch.</summary>
/// <summary>Finds the shared <see cref="DialogBox"/>, subscribes to the scan triggers, collects child events, publishes the shell-ready event, replays any pending scene switch and requests the first scan.</summary>
public override void _Ready()
{
GameLogger.Log("CHAIN", $"_Ready: starting, tree scene='{GetTree()?.CurrentScene?.Name}'");
dialogBox = SceneContextNode.FindNode<DialogBox>("DialogBox");
eventController = SceneContextNode.FindNode<SceneEventController>("EventController");
eventController?.AddUpdateEventListener(this);
ModEventBus.Subscribe<DialogEndedEvent>(OnDialogEnded);
ModEventBus.Subscribe<ConditionStateChangedEvent>(OnConditionStateChanged);
foreach (var child in GetChildren())
{
@@ -146,56 +154,66 @@ namespace Cthangover.Mods.Dialog.Executable
Callable.From(() => sceneManager.SwitchScene(pending)).CallDeferred();
}
RequestScan();
GameLogger.Log("CHAIN", $"_Ready: done, allEvents={allEvents.Count}");
}
/// <summary>Detaches the update and dialog-end listeners from the event controller when the chain leaves the tree.</summary>
/// <summary>Detaches the scan triggers when the chain leaves the tree.</summary>
public override void _ExitTree()
{
eventController?.RemoveUpdateEventListener(this);
ModEventBus.Unsubscribe<DialogEndedEvent>(OnDialogEnded);
ModEventBus.Unsubscribe<ConditionStateChangedEvent>(OnConditionStateChanged);
}
/// <summary>
/// Called when any dialog queue finishes. Wakes the chain so the next event
/// can be picked up without waiting for a state change, and — for the chain's
/// own last-run event — records the version at its dialog end so that the
/// state bumps it produced are considered accounted for (breaks self-loops).
/// Called when any dialog queue finishes. For the chain's own running event
/// records the version at its dialog end, so the state changes it produced
/// are accounted for (self-loop guard); then requests a scan so the next
/// event starts right away.
/// </summary>
private void OnDialogEnded(DialogEndedEvent evt)
{
_wakeup = true;
if (_lastRunEvent != null && evt.LockerId == _lastRunEvent.ID)
_lastRunEndVersion = ConditionStateMonitor.Version;
if (running != null && evt.LockerId == running.ID)
{
endVersions[running] = ConditionStateMonitor.Version;
running = null;
}
RequestScan();
}
/// <summary>Debounced scan that starts the next runnable event when the condition state changed since the last completed run.</summary>
public void OnUpdate()
private void OnConditionStateChanged(ConditionStateChangedEvent evt)
{
if (!isActive)
RequestScan();
}
/// <summary>
/// Asks for a scan at the end of the frame. Any number of requests within
/// one frame result in a single scan.
/// </summary>
public void RequestScan()
{
if (scanQueued)
return;
scanQueued = true;
Callable.From(Scan).CallDeferred();
}
/// <summary>Starts the first runnable event, unless the chain is inactive or the dialog box is busy or frozen (a dialog end or a state change asks again).</summary>
private void Scan()
{
scanQueued = false;
if (!IsInstanceValid(this) || !IsInsideTree() || !isActive)
return;
var time = Godot.Time.GetTicksUsec() / 1_000_000.0;
if (time - timestamp < 0.5f)
return;
timestamp = (float)time;
if (dialogBox == null || dialogBox.IsRunning)
if (dialogBox == null || !IsInstanceValid(dialogBox) || !dialogBox.IsActive || dialogBox.IsRunning)
return;
var version = ConditionStateMonitor.Version;
if (version == _lastScanVersion && !_wakeup)
return;
_wakeup = false;
_lastScanVersion = version;
var dialog = FindEvent(allEvents, _lastRunEvent, _lastRunEndVersion);
var dialog = FindEvent();
if (dialog == null)
return;
if (dialog.RunDialog())
_lastRunEvent = dialog;
running = dialog;
}
/// <summary>
@@ -213,13 +231,14 @@ namespace Cthangover.Mods.Dialog.Executable
isActive = false;
}
private ExecutableEvent FindEvent(List<ExecutableEvent> list, ExecutableEvent skipEvent, long skipEndVersion)
private ExecutableEvent FindEvent()
{
if (Lists.IsEmpty(list))
if (Lists.IsEmpty(allEvents))
return null;
foreach (var nextEvent in list)
var version = ConditionStateMonitor.Version;
foreach (var nextEvent in allEvents)
{
if (nextEvent == skipEvent && ConditionStateMonitor.Version <= skipEndVersion)
if (endVersions.TryGetValue(nextEvent, out var endVersion) && version <= endVersion)
continue;
if (nextEvent.IsOneRun && !nextEvent.IsFirstRun)
continue;