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
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commit bd55716349
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namespace Cthangover.Mods.Dialog.Tests
{
using System.Threading.Tasks;
using Cthangover.Core.Mods.Testing;
using Cthangover.Mods.Dialog.Action.Impls;
/// <summary>
/// <see cref="ActionBackgroundShowHide"/> without <c>wait</c>: the dialog goes on at
/// once and the fade still plays to the end.
/// </summary>
public class ActionBackgroundShowHideTests
{
[ModTest("background_fade/no_wait_fade_completes", TimeoutSeconds = 10)]
static async Task NoWaitFadeCompletes(ModTestContext ctx)
{
var stage = await DialogStage.Create();
try
{
var after = new ProbeAction();
var dlg = new DialogQueue();
dlg.BackgroundShowHide(BackgroundActionType.Hide, 0.1f);
dlg.Queue.Add(after);
stage.Box.SetDialogQueueAndRun(dlg, null, 0, null);
ModAssert.Equal(1, after.Runs, "dialog does not wait for the fade");
await DialogStage.Seconds(0.4);
ModAssert.True(stage.Host.Modulate.A < 0.01f, $"background faded out (alpha {stage.Host.Modulate.A})");
}
finally
{
stage.Free();
}
}
}
}