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.
40 lines
1.5 KiB
C#
40 lines
1.5 KiB
C#
using Cthangover.Core.Utils;
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using Cthangover.Core.UI;
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using Cthangover.Mods.Interface.Base.Lists;
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using Cthangover.Core.UI.Dialog;
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using Cthangover.Core.UI.Event;
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using Cthangover.Core.UI.Executable;
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using Cthangover.Core.Scenarios;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Interactive;
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namespace Cthangover.Mods.Dialog.Action.Impls
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{
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/// <summary>
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/// Executes an arbitrary Action delegate inside the dialog queue.
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/// Allows imperative code injection (e.g. quest state changes, UI toggles)
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/// without creating a dedicated action class. NoWait so the queue advances
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/// immediately after the delegate returns.
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/// </summary>
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public class ActionRun : ActionCommand
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{
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/// <summary>Arbitrary delegate executed during dialog sequencing. Null delegates are logged and skipped.</summary>
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public System.Action Executable { get; set; }
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/// <summary>The delegate runs and the dialog advances — no pausing.</summary>
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public override WaitType WaitType { get; set; } = WaitType.NoWait;
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/// <summary>Invokes <see cref="Executable"/>; a null delegate is logged and skipped so the queue keeps flowing.</summary>
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public override void DoRun(DialogRuntime runtime)
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{
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if (Executable == null)
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{
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GameLogger.Log("DIALOG", "ActionRun: Executable delegate is null", LogLevel.Error);
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return;
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}
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Executable();
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}
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}
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}
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