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