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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namespace Cthangover.Mods.Dialog.Tests
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{
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using System.Threading.Tasks;
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using Cthangover.Core.Mods.Testing;
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using Cthangover.Mods.Dialog.Action.Impls;
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using Godot;
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/// <summary>
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/// <see cref="ActionEffect"/> shows its effect: the instance lands in the ViewBox UI
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/// layer when the action runs and is freed when the dialog ends.
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/// </summary>
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public class ActionEffectTests
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{
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[ModTest("effect/spawned_into_view_until_dialog_end", TimeoutSeconds = 10)]
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static async Task SpawnedIntoViewUntilDialogEnd(ModTestContext ctx)
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{
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var stage = await DialogStage.Create();
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var view = stage.AddViewBox();
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var template = new Node2D { Name = "TestEffect" };
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var prefab = new PackedScene();
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prefab.Pack(template);
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template.Free();
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try
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{
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var dlg = new DialogQueue();
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dlg.Queue.Add(new ActionEffect { Prefab = prefab });
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dlg.Queue.Add(new ProbeAction());
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stage.Box.SetDialogQueueAndRun(dlg, null, 0, null);
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var layer = view.GetInteractiveLayer("ui");
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ModAssert.Equal(1, layer.GetChildCount(), "effect is shown in the UI layer");
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ModAssert.Equal("TestEffect", layer.GetChild(0).Name.ToString(), "the shown node is the effect");
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stage.Box.NextAction();
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await DialogStage.Frames(2);
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ModAssert.Equal(0, layer.GetChildCount(), "effect is freed when the dialog ends");
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}
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finally
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{
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stage.Free();
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}
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}
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}
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}
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