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="ActionTimedUpdate"/> completes itself: when its timeline elapses the
/// dialog goes on, including the timer of a <c>delay</c> right after it.
/// </summary>
public class ActionTimedUpdateTests
{
[ModTest("timed_update/completion_continues_dialog", TimeoutSeconds = 10)]
static async Task CompletionContinuesDialog(ModTestContext ctx)
{
var stage = await DialogStage.Create();
try
{
var timed = new ActionTimedUpdate { WaitTime = 0.1f };
var after = new ProbeAction();
var dlg = new DialogQueue();
dlg.Queue.Add(timed);
dlg.Delay(0.1f);
dlg.Queue.Add(after);
stage.Box.SetDialogQueueAndRun(dlg, null, 0, null);
ModAssert.True(stage.Box.Runtime.CurrentAction == timed, "dialog waits on the timeline");
await DialogStage.Seconds(0.8);
ModAssert.True(timed.IsDestructed, "timeline is finished and detached");
ModAssert.Equal(1, after.Runs, "timeline and the delay after it elapsed, the dialog went on");
ModAssert.True(stage.Box.Runtime.CurrentAction == after, "runtime waits on the action after the delay");
}
finally
{
stage.Free();
}
}
}
}