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