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.Collections.Generic;
using Cthangover.Core.Events;
/// <summary>
/// Records every <see cref="DialogEndedEvent"/> published on the mod event bus
/// between <see cref="Start"/> and <see cref="Stop"/> — the locker id of each, in
/// publication order. Tests count how often a queue reported its end.
/// </summary>
public class DialogEndRecorder
{
/// <summary>Locker ids of the recorded events (null for a locker-less dialog).</summary>
public List<string> LockerIds { get; } = new();
/// <summary>Subscribes to the event bus.</summary>
public void Start()
{
ModEventBus.Subscribe<DialogEndedEvent>(OnDialogEnded);
}
/// <summary>Unsubscribes; call it in <c>finally</c> so a failed test leaves no handler behind.</summary>
public void Stop()
{
ModEventBus.Unsubscribe<DialogEndedEvent>(OnDialogEnded);
}
private void OnDialogEnded(DialogEndedEvent evt)
{
LockerIds.Add(evt.LockerId);
}
}
}