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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namespace Cthangover.Mods.Dialog.Tests
{
using System.Threading.Tasks;
using Cthangover.Core.Mods.Testing;
using Cthangover.Core.Scenes;
using Cthangover.Mods.Dialog.Executable;
/// <summary>
/// <see cref="ExecutableMainEventChain"/> is event-driven and loop-safe: the next
/// event starts within a couple of frames after a dialog ends (no polling delay),
/// two repeatable events do not ping-pong while the state stays the same, and a
/// state change makes them eligible again.
/// </summary>
public class ExecutableMainEventChainTests
{
[ModTest("chain/push_start_and_no_ping_pong", TimeoutSeconds = 15)]
static async Task PushStartAndNoPingPong(ModTestContext ctx)
{
var stage = await DialogStage.Create();
try
{
var chain = new ExecutableMainEventChain { Name = "TestChain" };
stage.Host.AddChild(chain);
var a = new ScenarioEvent { ScenarioText = "text \"A\"", ScenarioId = "dialog_base_test_chain_a" };
var b = new ScenarioEvent { ScenarioText = "text \"B\"", ScenarioId = "dialog_base_test_chain_b" };
chain.AddEvent(a);
chain.AddEvent(b);
await DialogStage.Frames(2);
ModAssert.True(stage.Box.Locker == a, "first event starts right after it was added");
stage.Box.NextAction();
await DialogStage.Frames(2);
ModAssert.True(stage.Box.Locker == b, "second event starts within two frames after the first ended");
stage.Box.NextAction();
await DialogStage.Frames(4);
ModAssert.False(stage.Box.IsRunning, "no event re-runs while the state did not change");
ConditionStateMonitor.MarkStateChanged();
await DialogStage.Frames(2);
ModAssert.True(stage.Box.Locker == a, "a state change makes the first event eligible again");
}
finally
{
stage.Free();
}
}
}
}