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 Cthangover.Mods.Dialog.Action;
using Cthangover.Core.UI.Dialog;
/// <summary>
/// Test action that only counts its lifecycle calls: how often the runtime ran,
/// constructed and destructed it. Waits for a click by default, so a test can
/// park the dialog on it and look at where the runtime stands.
/// </summary>
public class ProbeAction : ActionCommand
{
/// <summary>Number of <see cref="DoRun"/> calls.</summary>
public int Runs { get; private set; }
/// <summary>Number of <see cref="DoConstruct"/> calls.</summary>
public int Constructs { get; private set; }
/// <summary>Number of <see cref="DoDestruct"/> calls.</summary>
public int Destructs { get; private set; }
/// <summary>Counts the run.</summary>
public override void DoRun(DialogRuntime runtime)
{
Runs++;
}
/// <summary>Counts the construction.</summary>
public override void DoConstruct()
{
Constructs++;
}
/// <summary>Counts the destruction.</summary>
public override void DoDestruct()
{
Destructs++;
}
}
}