fixed detour stacking and improper option gating
This commit is contained in:
@@ -108,6 +108,13 @@ yarn-error.log*
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__pycache__/
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*.py[cod]
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# ---------------------------------------------------------------------------
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# .NET tooling under tools/ (Unity's own Library/ ignores live in the Unity
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# project's .gitignore and don't reach this far up)
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# ---------------------------------------------------------------------------
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tools/**/bin/
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tools/**/obj/
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# ---------------------------------------------------------------------------
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# AI / agent tooling
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# ---------------------------------------------------------------------------
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@@ -1,11 +1,11 @@
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// Everything the bartender ever says.
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//
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// These nodes share a title, which makes them a node group. Callers just
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// `<<detour Bartender_Talk>>` and Yarn runs the most specific variation whose
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// `when:` conditions pass. Adding a new variation later means adding a node,
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// not editing a growing <<if>> chain.
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//
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// Each variation sets $went_inside so the calling scene knows the verdict.
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// Stack discipline (the player comes back to the bar, so it matters):
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// `Bartender_Talk` is the node DialogueInteractable starts, so nothing is
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// waiting for it to return. Its branches therefore <<jump>> — they are the last
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// thing the node does — and each destination hands control back with
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// <<enter_environment>> itself. <<detour>> is only for sub-conversations that
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// have to resume the caller; a <<jump>> inside one would clear the return stack.
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title: Bartender_Talk
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position: -121,-60
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@@ -17,9 +17,9 @@ position: -121,-60
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Bartender: Ah, {$player_alias}. A drink?
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<<endif>>
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-> Yes, please.
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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<<jump SC101_Hook_Drink_Bartender_Talk>>
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-> No, I have questions.
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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<<jump SC101_Hook_Questions_Bartender_Talk>>
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<<else>>
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<<set $spoke_to_bartender = true>>
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Bartender: Ah, {$player_alias}, back again?
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@@ -41,29 +41,32 @@ position: -121,-60
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-> What can you recommend?
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Bartender: Last time you tooke the Estate.
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Narrator: You ignore the jab.
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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<<jump SC101_Hook_Drink_Bartender_Talk>>
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-> Whatever.
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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<<jump SC101_Hook_Drink_Bartender_Talk>>
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-> Yes. I'll take the usual.
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Narrator: The bartender doesn't even flinch, while taking ingredients from the bar.
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PROVENANCE: We cannot remember these substances.
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AMNESTY: Is this really our favorite drink?
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<<set $self_lean_inheritor += 1>>
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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<<jump SC101_Hook_Drink_Bartender_Talk>>
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-> I am, and I have a few questions.
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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<<jump SC101_Hook_Questions_Bartender_Talk>>
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<<endif>>
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<<enter_environment>>
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===
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title: SC101_Hook_Drink_Bartender_Talk
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position: 116,222
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---
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// $had_the_estate_drink is written at the BOTTOM of this node, not here. The whole
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// node reads first-glass state — the pour, the taste, and the lean write under the
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// answer — and the glass is only recorded once all of it has run. Setting the flag
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// up here (as this node used to) leaves the tests below reading a flag this same
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// run already flipped, and the lean write can never fire.
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Bartender: One Estate coming right up.
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<<if $had_the_estate_drink>>
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Narrator: He puts another amber drink before you.
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<<else>>
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<<set $had_the_estate_drink = true>>
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Narrator: He puts a deep amber drink before you.
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HOUSE POUR: It smells like old wood, oak, which went sour with age, like a library shelf that's been rained on once and dried wrong.
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Narrator: You take a sip.
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@@ -84,6 +87,8 @@ AMNESTY: Is that the taste of our favorite drink? I cannot remember ...
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<<else>>
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HOUSE POUR: Still bitter.
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<<endif>>
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<<set $had_the_estate_drink = true>>
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<<enter_environment>>
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===
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title: SC101_Hook_Questions_Bartender_Talk
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@@ -92,10 +97,11 @@ position: -139,224
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Bartender: Sure, what do you want to know?
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-> Question 1
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Bartender: Answer 1
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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-> Question 2
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Bartender: Answer 2
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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-> Nothing.
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Bartender: Alright.
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<<enter_environment>>
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<<stop>>
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<<jump SC101_Hook_Questions_Bartender_Talk>>
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===
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@@ -32,9 +32,20 @@ title: Declarations
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<<declare $previous_winner = "" as string>>
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// Candidate lean. Three permanently-live readings of who the PC is; they are
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// not mutually exclusive and never resolve. Writers <<set>> these; no code
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// reads them. There is deliberately NO derived "winning candidate" variable —
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// see docs/candidate-system-implementation-plan.md §6.
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// not mutually exclusive and never resolve into a canonical identity.
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//
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// DESIGN DECISION 2026-08-16 — amends the "no code ever reads lean" guardrail in
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// docs/candidate-system-implementation-plan.md §6.1: scenes are meant to tilt
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// toward one reading and NPCs are meant to act on the current tilt, so that a
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// player who thinks they have settled on a path gets challenged on it in the
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// next scene. Reading lean through top_skill(...) is therefore sanctioned, as in
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// SC101_Asks_Candidate_Chevalier_Cassian_Thal_Talk. top_skill returns its FIRST
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// argument on a tie, which is why made_asset is passed first — the Made Asset
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// bias on an even score is deliberate, not an accident of argument order.
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//
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// What the amendment does NOT license: a stored winner. There is still no
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// $dominant_candidate, no ground-truth identity field, and nothing in save data
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// beyond these three integers. $winner above is scratch, recomputed per use.
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<<declare $self_lean_made_asset = 0 as number>>
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<<declare $self_lean_journalist = 0 as number>>
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<<declare $self_lean_inheritor = 0 as number>>
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@@ -102,5 +113,5 @@ title: Declarations
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<<declare $spoke_to_chevalier_cassian_thal = false as bool>>
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<<declare $spoke_to_bradford_kane = false as bool>>
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<<declare $inquired_about_cyprus = false as bool>>
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<<declare $declared_candidate_to_chevalier_cassian_thal = true as bool>>
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<<declare $declared_candidate_to_chevalier_cassian_thal = false as bool>>
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===
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@@ -1,11 +1,14 @@
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// Everything that can be interacted with the chair.
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//
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// These nodes share a title, which makes them a node group. Callers just
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// `<<detour Chair_Interaction>>` and Yarn runs the most specific variation whose
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// `when:` conditions pass. Adding a new variation later means adding a node,
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// not editing a growing <<if>> chain.
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// Stack discipline (the player re-enters all of this, so it matters):
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// `Chair_Interaction` is the node DialogueInteractable starts, so nothing above
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// it is waiting for a return. The menu therefore LOOPS with <<jump>>, which
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// replaces the current node and pushes nothing, and only sub-conversations that
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// have to come back use <<detour>>. Never <<jump>> out of a detoured node —
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// that clears the return stack and the caller never resumes.
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//
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// Each variation sets $went_inside so the calling scene knows the verdict.
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// The sit-down line lives in its own node so the menu loop can't replay it,
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// while a player who stands up and sits down again still gets it.
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title: Chair_Interaction
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position: -334,-601
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@@ -13,7 +16,7 @@ position: -334,-601
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Narrator: An empty chair with a place card: {$player_name}.
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-> Sit down.
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<<set $sat_down_at_table = true>>
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<<detour SC101_Hook_Sitting_Chair_Interaction>>
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<<jump SC101_Hook_Sitting_Chair_Interaction>>
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-> Not yet.
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<<enter_environment>>
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===
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@@ -22,21 +25,22 @@ title: SC101_Hook_Sitting_Chair_Interaction
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position: -328,-360
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---
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Narrator: You sit down between two very distinguished gentlemen.
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<<jump SC101_Hook_Menu_Chair_Interaction>>
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===
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// The loop target. Every menu variation jumps back here when its sub-conversation
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// returns, so which variation shows is re-evaluated after every interaction.
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title: SC101_Hook_Menu_Chair_Interaction
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position: -328,-205
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---
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<<if $spoke_to_chevalier_cassian_thal eq true and $spoke_to_bradford_kane eq true>>
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<<detour SC101_Hook_Both_Chair_Interaction>>
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<<detour SC101_Hook_Sitting_Chair_Interaction>>
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<<jump SC101_Hook_Both_Chair_Interaction>>
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<<elseif $spoke_to_chevalier_cassian_thal eq true and $spoke_to_bradford_kane eq false>>
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<<detour SC101_Hook_Left_Not_Right_Chair_Interaction>>
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<<detour SC101_Hook_Sitting_Chair_Interaction>>
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<<jump SC101_Hook_Left_Not_Right_Chair_Interaction>>
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<<elseif $spoke_to_chevalier_cassian_thal eq false and $spoke_to_bradford_kane eq true>>
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<<detour SC101_Hook_Right_Not_Left_Chair_Interaction>>
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<<detour SC101_Hook_Sitting_Chair_Interaction>>
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<<elseif $spoke_to_chevalier_cassian_thal eq true and $spoke_to_bradford_kane eq true>>
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<<detour SC101_Hook_Both_Chair_Interaction>>
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<<detour SC101_Hook_Sitting_Chair_Interaction>>
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<<jump SC101_Hook_Right_Not_Left_Chair_Interaction>>
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<<else>>
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<<detour SC101_Hook_First_Sitting_Chair_Interaction>>
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<<detour SC101_Hook_Sitting_Chair_Interaction>>
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<<jump SC101_Hook_First_Sitting_Chair_Interaction>>
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<<endif>>
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===
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@@ -51,6 +55,8 @@ position: -320,-51
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<<detour Bradford_Kane_Talk>>
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-> Stand up.
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<<enter_environment>>
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<<stop>>
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<<jump SC101_Hook_Menu_Chair_Interaction>>
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===
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title: SC101_Hook_Left_Not_Right_Chair_Interaction
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@@ -64,6 +70,8 @@ position: -95,-48
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<<detour Bradford_Kane_Talk>>
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-> Stand up.
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<<enter_environment>>
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<<stop>>
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<<jump SC101_Hook_Menu_Chair_Interaction>>
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===
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title: SC101_Hook_Right_Not_Left_Chair_Interaction
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@@ -77,6 +85,8 @@ position: 134,-32
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<<detour Bradford_Kane_Talk>>
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-> Stand up.
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<<enter_environment>>
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<<stop>>
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<<jump SC101_Hook_Menu_Chair_Interaction>>
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===
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title: SC101_Hook_Both_Chair_Interaction
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@@ -90,6 +100,8 @@ position: 363,-36
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<<detour Bradford_Kane_Talk>>
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-> Stand up.
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<<enter_environment>>
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<<stop>>
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<<jump SC101_Hook_Menu_Chair_Interaction>>
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===
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title: SC101_Hook_Place_Card_Chair_Interaction
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@@ -0,0 +1,251 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Yarn;
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using Yarn.Compiler;
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namespace YarnCheck
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{
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/// <summary>
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/// Headless compile-and-play harness for the project's Yarn scripts.
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///
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/// Compiles every .yarn file under a directory with the same compiler Unity uses
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/// (the DLLs shipped in Packages/dev.yarnspinner.unity), and optionally runs a
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/// node through the real virtual machine with a scripted list of option picks,
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/// printing the line/command/node trace and the final variable state.
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///
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/// The point is to answer "does this branch ever actually run" without opening
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/// Unity — flag-ordering bugs and broken detour chains show up here in seconds.
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/// </summary>
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static class Program
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{
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const int LanguageVersion = 3;
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static int Main(string[] args)
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{
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if (args.Length == 0 || args[0] is "-h" or "--help")
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{
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Console.WriteLine(
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"usage: dotnet run -- <dialogue-dir> [start-node] [option-index ...]\n" +
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"\n" +
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" <dialogue-dir> directory scanned recursively for *.yarn\n" +
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" [start-node] node to run; omit to compile only (exit 1 on error)\n" +
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" [option-index] choices to feed the option handler, in order\n" +
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"\n" +
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" Picks are consumed as the run needs them. If any are left over when\n" +
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" the dialogue ends, the node is run a second time with the remainder —\n" +
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" that models the player walking away and coming back, which is how the\n" +
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" scene is actually played.\n" +
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"\n" +
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"examples:\n" +
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" dotnet run -- ../../NightclubArcadia/Assets/Dialogue\n" +
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" dotnet run -- ../../NightclubArcadia/Assets/Dialogue Chair_Interaction 0 0 3\n");
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return args.Length == 0 ? 1 : 0;
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}
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var dialogueDir = args[0];
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if (!Directory.Exists(dialogueDir))
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{
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Console.Error.WriteLine($"No such directory: {dialogueDir}");
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return 1;
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}
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var files = Directory.GetFiles(dialogueDir, "*.yarn", SearchOption.AllDirectories)
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.OrderBy(f => f, StringComparer.Ordinal)
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.ToList();
|
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if (files.Count == 0)
|
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{
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Console.Error.WriteLine($"No .yarn files under {dialogueDir}");
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return 1;
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}
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var job = CompilationJob.CreateFromFiles(files);
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job.LanguageVersion = LanguageVersion;
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job.Library = ProjectLibrary();
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var result = Compiler.Compile(job);
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var errors = result.Diagnostics
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.Where(d => d.Severity == Diagnostic.DiagnosticSeverity.Error)
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.ToList();
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foreach (var d in errors.OrderBy(d => d.FileName).ThenBy(d => d.Range.Start.Line))
|
||||
{
|
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Console.Error.WriteLine(
|
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$"[error] {Path.GetFileName(d.FileName)}:{d.Range.Start.Line + 1} {d.Message}");
|
||||
}
|
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if (errors.Count > 0)
|
||||
{
|
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Console.Error.WriteLine($"\n{errors.Count} error(s) in {files.Count} file(s).");
|
||||
return 1;
|
||||
}
|
||||
|
||||
var program = result.Program;
|
||||
if (program == null)
|
||||
{
|
||||
Console.Error.WriteLine("Compilation produced no program.");
|
||||
return 1;
|
||||
}
|
||||
|
||||
Console.WriteLine($"compiled ok — {files.Count} file(s), {program.Nodes.Count} node(s)");
|
||||
|
||||
if (args.Length == 1)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
var startNode = args[1];
|
||||
if (!program.Nodes.ContainsKey(startNode))
|
||||
{
|
||||
Console.Error.WriteLine($"No such node: {startNode}");
|
||||
return 1;
|
||||
}
|
||||
|
||||
var picks = new Queue<int>();
|
||||
foreach (var raw in args.Skip(2))
|
||||
{
|
||||
if (!int.TryParse(raw, out var pick))
|
||||
{
|
||||
Console.Error.WriteLine($"Not an option index: {raw}");
|
||||
return 1;
|
||||
}
|
||||
picks.Enqueue(pick);
|
||||
}
|
||||
|
||||
Play(result, program, startNode, picks);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The project's own Yarn functions. The compiler type-checks calls against
|
||||
/// these, and the VM calls them for real, so the stubs mirror the shipping
|
||||
/// implementations closely enough to follow the same branches.
|
||||
/// </summary>
|
||||
static Library ProjectLibrary()
|
||||
{
|
||||
var library = new Library();
|
||||
AddProjectFunctions(library);
|
||||
return library;
|
||||
}
|
||||
|
||||
static void AddProjectFunctions(Library library)
|
||||
{
|
||||
// SkillFunctions.TopSkill — first argument wins ties, as in the game.
|
||||
library.RegisterFunction("top_skill",
|
||||
(Func<float, string, float, string, float, string, string>)((a, aName, b, bName, c, cName) =>
|
||||
a >= b && a >= c ? aName :
|
||||
b >= a && b >= c ? bName : cName));
|
||||
|
||||
// AliasNameGenerator.alias_name — the real one is hash-seeded; the trace
|
||||
// only needs it to be deterministic and obviously a placeholder.
|
||||
library.RegisterFunction("alias_name", (Func<string, string>)(name => $"<alias:{name}>"));
|
||||
|
||||
library.RegisterFunction("skill_rank", (Func<string, float>)(_ => 0f));
|
||||
}
|
||||
|
||||
static void Play(CompilationResult result, Yarn.Program program, string startNode, Queue<int> picks)
|
||||
{
|
||||
var storage = new MemoryVariableStore();
|
||||
var dialogue = new Dialogue(storage);
|
||||
AddProjectFunctions(dialogue.Library);
|
||||
|
||||
dialogue.SetProgram(program);
|
||||
storage.Program = program;
|
||||
storage.SmartVariableEvaluator = dialogue;
|
||||
|
||||
// Seed declared defaults the way the Unity runtime does from the Yarn project.
|
||||
// Smart variables (IsInlineExpansion) are computed, never stored.
|
||||
var declared = result.Declarations
|
||||
.Where(d => d.DefaultValue != null && !d.IsInlineExpansion)
|
||||
.ToList();
|
||||
foreach (var decl in declared)
|
||||
{
|
||||
switch (decl.DefaultValue)
|
||||
{
|
||||
case bool b: storage.SetValue(decl.Name, b); break;
|
||||
case string s: storage.SetValue(decl.Name, s); break;
|
||||
case float f: storage.SetValue(decl.Name, f); break;
|
||||
case double d: storage.SetValue(decl.Name, (float)d); break;
|
||||
case int i: storage.SetValue(decl.Name, i); break;
|
||||
}
|
||||
}
|
||||
|
||||
var stringTable = result.StringTable;
|
||||
string Text(string lineID) =>
|
||||
stringTable != null && stringTable.TryGetValue(lineID, out var entry)
|
||||
? entry.text ?? lineID
|
||||
: lineID;
|
||||
|
||||
// <<check>>, <<enter_environment>>, <<skill_mod>> and friends are Unity-side
|
||||
// commands; here they are printed and stepped over. That means checks never
|
||||
// succeed ($check_result stays false), so a check-gated branch shows its
|
||||
// failure side — worth remembering when reading a trace.
|
||||
dialogue.LineHandler = line => Console.WriteLine(" " + Text(line.ID));
|
||||
dialogue.CommandHandler = command =>
|
||||
{
|
||||
Console.WriteLine($" <<{command.Text}>>");
|
||||
dialogue.Continue();
|
||||
};
|
||||
dialogue.NodeStartHandler = node => Console.WriteLine($" [enter {node}]");
|
||||
dialogue.NodeCompleteHandler = node => Console.WriteLine($" [exit {node}]");
|
||||
dialogue.DialogueCompleteHandler = () => Console.WriteLine(" [dialogue complete]");
|
||||
dialogue.OptionsHandler = options =>
|
||||
{
|
||||
for (var i = 0; i < options.Options.Length; i++)
|
||||
{
|
||||
Console.WriteLine($" [{i}] {Text(options.Options[i].Line.ID)}");
|
||||
}
|
||||
|
||||
if (picks.Count == 0)
|
||||
{
|
||||
Console.WriteLine(" (out of picks — stopping)");
|
||||
dialogue.Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
var pick = picks.Dequeue();
|
||||
Console.WriteLine($" -> [{pick}]");
|
||||
dialogue.SetSelectedOption(pick);
|
||||
};
|
||||
|
||||
var visit = 0;
|
||||
do
|
||||
{
|
||||
visit++;
|
||||
Console.WriteLine($"\n=== visit {visit}: {startNode} ===");
|
||||
dialogue.SetNode(startNode);
|
||||
|
||||
// SetNode arms the VM; IsActive only turns true once it is stepping.
|
||||
var steps = 0;
|
||||
do
|
||||
{
|
||||
dialogue.Continue();
|
||||
if (++steps <= 10_000) continue;
|
||||
Console.WriteLine(" [aborted after 10000 steps — runaway loop?]");
|
||||
dialogue.Stop();
|
||||
break;
|
||||
}
|
||||
while (dialogue.IsActive);
|
||||
}
|
||||
while (picks.Count > 0 && visit < 10);
|
||||
|
||||
Console.WriteLine("\n=== variables ===");
|
||||
foreach (var decl in declared.OrderBy(d => d.Name, StringComparer.Ordinal))
|
||||
{
|
||||
Console.WriteLine($" {decl.Name} = {Read(storage, decl)}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads a variable back using the type it was declared with — asking a
|
||||
/// MemoryVariableStore for the wrong type coerces silently (a number reads
|
||||
/// back as "False"), which is exactly how you misread a trace.
|
||||
/// </summary>
|
||||
static string Read(MemoryVariableStore storage, Declaration decl) => decl.DefaultValue switch
|
||||
{
|
||||
bool => storage.TryGetValue<bool>(decl.Name, out var b) ? b.ToString() : "<unset>",
|
||||
string => storage.TryGetValue<string>(decl.Name, out var s) ? s : "<unset>",
|
||||
_ => storage.TryGetValue<float>(decl.Name, out var f) ? f.ToString() : "<unset>",
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
# YarnCheck
|
||||
|
||||
Compiles and plays the project's Yarn scripts from the terminal, without opening Unity.
|
||||
|
||||
It uses the Yarn Spinner assemblies that ship inside
|
||||
`NightclubArcadia/Packages/dev.yarnspinner.unity/Runtime/DLLs`, so it always compiles against
|
||||
the exact compiler and virtual machine the game runs — not a NuGet copy that could drift.
|
||||
|
||||
## Why
|
||||
|
||||
The EditMode suite lints Yarn *source* with regexes (`CandidateYarnLintTests`). This runs the
|
||||
compiled program instead, which catches a different class of bug: a branch that can never be
|
||||
reached because a flag was written earlier in the same node, a detour chain that never returns,
|
||||
a menu that recurses instead of looping. Those are invisible to a source lint and expensive to
|
||||
find by playtesting.
|
||||
|
||||
## Usage
|
||||
|
||||
```
|
||||
cd tools/YarnCheck
|
||||
|
||||
# compile everything; exit code 1 and diagnostics on failure
|
||||
dotnet run -- ../../NightclubArcadia/Assets/Dialogue
|
||||
|
||||
# compile, then play a node, choosing option 0, then 0, then 3
|
||||
dotnet run -- ../../NightclubArcadia/Assets/Dialogue Chair_Interaction 0 0 3
|
||||
```
|
||||
|
||||
Picks are consumed as the run needs them. Leftover picks start the node again — that models the
|
||||
player walking away and coming back, which is how these scenes are actually played:
|
||||
|
||||
```
|
||||
# ask the bartender questions, leave, return, and order a drink
|
||||
dotnet run -- ../../NightclubArcadia/Assets/Dialogue Bartender_Talk 2 2 0 0
|
||||
```
|
||||
|
||||
Output is the line / command / node-enter / node-exit trace, the options at each choice, and
|
||||
every declared variable's final value.
|
||||
|
||||
## What it does not model
|
||||
|
||||
- **Unity commands are printed, not executed.** `<<check>>`, `<<enter_environment>>` and
|
||||
`<<skill_mod>>` are stepped over, so `$check_result` stays `false` and any check-gated branch
|
||||
shows its failure side. Read traces with that in mind.
|
||||
- **Yarn functions are stubbed** in `ProjectLibrary()`: `top_skill` mirrors the real tie
|
||||
behaviour (first argument wins), `alias_name` returns an obvious placeholder, `skill_rank`
|
||||
returns 0. If a shipping function's behaviour changes in a way that steers dialogue, update
|
||||
the stub to match.
|
||||
- **Variables start from their `<<declare>>` defaults** every run. There is no save state.
|
||||
|
||||
## Requirements
|
||||
|
||||
.NET 9 SDK. Bump `<TargetFramework>` in `YarnCheck.csproj` if you move to another version.
|
||||
@@ -0,0 +1,50 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net9.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>disable</ImplicitUsings>
|
||||
<RootNamespace>YarnCheck</RootNamespace>
|
||||
<AssemblyName>yarncheck</AssemblyName>
|
||||
<!-- The Yarn Spinner assemblies ship with the Unity package; this tool always
|
||||
compiles against the exact version the game runs, never a NuGet copy that
|
||||
could drift from it. -->
|
||||
<YarnDlls>$(MSBuildThisFileDirectory)../../NightclubArcadia/Packages/dev.yarnspinner.unity/Runtime/DLLs</YarnDlls>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="YarnSpinner">
|
||||
<HintPath>$(YarnDlls)/YarnSpinner.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="YarnSpinner.Compiler">
|
||||
<HintPath>$(YarnDlls)/YarnSpinner.Compiler.dll</HintPath>
|
||||
</Reference>
|
||||
<!-- Vendored dependencies of the two above; needed at runtime. -->
|
||||
<Reference Include="Yarn.Antlr4.Runtime.Standard">
|
||||
<HintPath>$(YarnDlls)/Yarn.Antlr4.Runtime.Standard.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Yarn.Google.Protobuf">
|
||||
<HintPath>$(YarnDlls)/Yarn.Google.Protobuf.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Yarn.CsvHelper">
|
||||
<HintPath>$(YarnDlls)/Yarn.CsvHelper.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Yarn.Microsoft.Bcl.AsyncInterfaces">
|
||||
<HintPath>$(YarnDlls)/Yarn.Microsoft.Bcl.AsyncInterfaces.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Yarn.Microsoft.Extensions.FileSystemGlobbing">
|
||||
<HintPath>$(YarnDlls)/Yarn.Microsoft.Extensions.FileSystemGlobbing.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Yarn.System.Runtime.CompilerServices.Unsafe">
|
||||
<HintPath>$(YarnDlls)/Yarn.System.Runtime.CompilerServices.Unsafe.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Yarn.System.Text.Encodings.Web">
|
||||
<HintPath>$(YarnDlls)/Yarn.System.Text.Encodings.Web.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Yarn.System.Text.Json">
|
||||
<HintPath>$(YarnDlls)/Yarn.System.Text.Json.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
Reference in New Issue
Block a user