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.Core.Settings;
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using Cthangover.Mods.Dialog.Scenarios;
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/// <summary>
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/// The scenario <c>flag</c> command sets a story flag of the game: once the
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/// dialog reaches it, scenario conditions see the value, the game state
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/// holds it (so saves carry it), and conditions are rescanned.
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/// </summary>
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public class StoryFlagTests
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{
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private const string Flag = "__test_story_flag";
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[ModTest("flags/flag_command_sets_game_flag", TimeoutSeconds = 10)]
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static async Task FlagCommandSetsGameFlag(ModTestContext ctx)
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{
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var stage = await DialogStage.Create();
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var flags = GameData.Instance.Runtime.Flags;
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try
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{
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var dlg = new ScenarioConverter().Convert($"flag {Flag} open\nend\n");
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var versionBefore = ConditionStateMonitor.Version;
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ModAssert.False(ScenarioCondition.Evaluate($"{Flag} == \"open\""), "condition false before the dialog");
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ModAssert.True(stage.Box.SetDialogQueueAndRun(dlg, null, 0, null), "dialog starts");
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ModAssert.True(ScenarioCondition.Evaluate($"{Flag} == \"open\""), "condition sees the flag");
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ModAssert.Equal("open", flags.TryGetValue(Flag, out var value) ? value : null, "game state holds the flag");
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ModAssert.True(ConditionStateMonitor.Version > versionBefore, "conditions are rescanned");
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}
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finally
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{
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flags.Remove(Flag);
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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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