Scene editor for logical scenes; scenario editor Save refreshes the running game; novel_flow itest; mod cover

This commit is contained in:
cthangover committed 2026-10-22 17:09:38 +02:00
1 parent 2b8eaa5452
commit 972df5ccff
17 files changed
+1692 -3

No files matched your search

@@ -0,0 +1,37 @@
using System.Linq;
using Cthangover.Core.Mods;
using Cthangover.Core.Utils;
using Godot;
namespace Cthangover.Tools.Tests.NovelFlow
{
/// <summary>
/// Entry point of the novel_flow test: adds the driver to the tree root when the exact
/// flag <c>--itest=novel_flow</c> is given (the driver quits the process). Optional
/// <c>--shots=&lt;dir&gt;</c> makes the driver save a screenshot per step.
/// </summary>
public class NovelFlowTestInitializer : IModInitializer
{
private static bool driverQueued;
/// <summary>Nothing per mod.</summary>
public void OnModLoaded(string modId)
{
}
/// <summary>Queues the driver once.</summary>
public void OnModResourcesReady()
{
var args = OS.GetCmdlineUserArgs();
if (driverQueued || !args.Any(a => a == "--itest=novel_flow"))
return;
driverQueued = true;
var shots = args.Where(a => a.StartsWith("--shots=", System.StringComparison.Ordinal))
.Select(a => a.Substring("--shots=".Length))
.FirstOrDefault();
GameLogger.Log("TEST", $"NovelFlowTestInitializer: activating novel_flow, shots={shots ?? "off"}");
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new NovelFlowTestDriver(shots));
}
}
}