Events and Context: Difference between revisions

From The Muse
GavstarB (talk | contribs)
m updated events table (still WIP)
GavstarB (talk | contribs)
m formatting
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|<code>number</code>
|<code>number</code>
<code>boolean</code>
<code>boolean</code>
<code>unit</code>
<code>unit</code>
<code>object</code>
<code>object</code>
<code>array</code> - if given, emits the signal more than once for each item in the array
<code>array</code> - if given, emits the signal more than once for each item in the array
|<code>trigger_signal</code>
|<code>trigger_signal</code>
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|<code>unit</code>
|<code>unit</code>
<code>gear</code>
<code>gear</code>
<code>action</code>
<code>action</code>
|<code>target_tiles</code> - targeting hint
|<code>target_tiles</code> - targeting hint
<code>target_units</code> - targeting hint
<code>target_units</code> - targeting hint
<code>event</code> - parent event during reactions
<code>event</code> - parent event during reactions
<code>flags</code> - Action.FLAG
<code>flags</code> - Action.FLAG
<code>object</code> - Pathfinder if can move before taking action
<code>object</code> - Pathfinder if can move before taking action
<code>string</code> - id of variant Action to be used
<code>string</code> - id of variant Action to be used
|<code>unit_action</code> - generates a fake Context matching that of <code>event_unit_action</code>. Context cannot be modified by <code>PRE</code> events
|<code>unit_action</code> - generates a fake Context matching that of <code>event_unit_action</code>. Context cannot be modified by <code>PRE</code> events
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|<code>unit</code>
|<code>unit</code>
(<code>gear</code>
(<code>gear</code>
'''and/or'''
'''and/or'''
<code>array</code> - Array[GearCore])
<code>array</code> - Array[GearCore])
|
|
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|<code>flags</code> - EventMapDamage.FLAG
|<code>flags</code> - EventMapDamage.FLAG
<code>object</code> - elevation to destroy down to (int)
<code>object</code> - elevation to destroy down to (int)
<code>boolean</code> - set to true if terrain got destroyed
<code>boolean</code> - set to true if terrain got destroyed
|<code>terrain_damage</code>
|<code>terrain_damage</code>
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|<code>target_unit</code> - attacked unit
|<code>target_unit</code> - attacked unit
<code>unit</code> - attacking unit
<code>unit</code> - attacking unit
<code>gear</code>
<code>gear</code>
<code>action</code>
<code>action</code>
<code>resource</code> - DeclaredAttackSummary
<code>resource</code> - DeclaredAttackSummary
<code>event</code> - <code>event_unit_attack_declared</code>
<code>event</code> - <code>event_unit_attack_declared</code>
|<code>flags</code> - Action.FLAG
|<code>flags</code> - Action.FLAG
Line 233: Line 248:
|<code>unit</code>
|<code>unit</code>
<code>gear</code>
<code>gear</code>
<code>action</code>
<code>action</code>
<code>resource</code> - DeclaredAttackSummary
<code>resource</code> - DeclaredAttackSummary
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|<code>unit</code>
|<code>unit</code>
<code>number</code>
<code>number</code>
|<code>category</code> - Lancer.DAMAGE_TYPE, default kinetic
|<code>category</code> - Lancer.DAMAGE_TYPE - default kinetic
<code>object</code> - AttackRoll
<code>object</code> - AttackRoll
<code>flags</code> - EventService.DAMAGE_FLAG
<code>flags</code> - EventService.DAMAGE_FLAG
<code>target_unit</code> - attacker
<code>target_unit</code> - attacker
<code>gear</code> - attacker gear
<code>gear</code> - attacker gear
<code>action</code> - attacker Action
<code>action</code> - attacker Action
|<code>damage</code>
|<code>damage</code>
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|<code>unit</code>
|<code>unit</code>
(<code>target_tiles</code> - path or single tile to path to. in <code>PRE</code> reactions to <code>step</code>, holds the tile the unit is about to step into
(<code>target_tiles</code> - path or single tile to path to. in <code>PRE</code> reactions to <code>step</code>, holds the tile the unit is about to step into
'''or'''
'''or'''
<code>array</code> - Array[Pathfinder.Step] - final path)
<code>array</code> - Array[Pathfinder.Step] - final path)
|<code>resource</code> - MovementType
|<code>resource</code> - MovementType
<code>flags</code> - EventUnitMove.FLAG
<code>flags</code> - EventUnitMove.FLAG
<code>object</code> - SpecificAction which caused the move
<code>object</code> - SpecificAction which caused the move
|<code>step</code>
|<code>step</code>
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|<code>buff</code>
|<code>buff</code>
<code>unit</code> - the unit the buff is applied to.
<code>unit</code> - the unit the buff is applied to.
<code>event</code> - the event which triggered the activation.
<code>event</code> - the event which triggered the activation.
|
|
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|<code>string</code> - objective text
|<code>string</code> - objective text
<code>array</code> - [2,4] => "Search all zones! (2/4)"
<code>array</code> - [2,4] => "Search all zones! (2/4)"
<code>flags</code>
<code>flags</code>
|-
|-
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|<code>unit</code>
|<code>unit</code>
<code>gear</code>
<code>gear</code>
<code>action</code>
<code>action</code>
<code>array</code> - Array[SpecificAction] - actions to pick from
<code>array</code> - Array[SpecificAction] - actions to pick from
|<code>boolean</code> - is overwatch?
|<code>boolean</code> - is overwatch?
<code>string</code> - variant action id if mandatory
<code>string</code> - variant action id if mandatory
<code>flags</code> - Action.FLAG
<code>flags</code> - Action.FLAG
('''if''' Action.FLAG.TARGETS_ARE_MANDATORY:
('''if''' Action.FLAG.TARGETS_ARE_MANDATORY:
<code>target_units</code> - mandatory targets
<code>target_units</code> - mandatory targets
<code>target_tiles</code> - mandatory targets)
<code>target_tiles</code> - mandatory targets)
|-
|-
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|<code>target_tiles</code>
|<code>target_tiles</code>
<code>category</code> - block id (int)
<code>category</code> - block id (int)
<code>number</code> - elevation
<code>number</code> - elevation
|<code>flags</code> - EventMapBlockAdd.FLAG
|<code>flags</code> - EventMapBlockAdd.FLAG

Revision as of 15:17, 27 July 2026

The Events System

Lancer is a system famous for its numerous reactions and counter-reactions. In Lancer Tactics, this is handled by generating EventCore objects and then queueing them to each other in one big stack. EventCores each have an EventBase resource in their base variable, which defines the type of event it is. The EventCore object is typically called activation, event or core.

The execution sequence for running a particular event is:

  • Run the execute_preblock() function for the event's EventBase:

• For events which can be reacted to, fetch the events for every reaction with timing ReactionBus.TIMING.PRE.

• The reaction events are ordered according to their priority (low to high).

• Loop through the reaction events and run the whole execution sequence for each reaction event in turn.

  • If the event is aborted (event.aborted == true), or the Context object does not contain the required data, execution stops here.
  • Run the execute() function for the event's EventBase:

• Executes any functionality the event has (for example, clearing heat for an event_unit_cool).

• For events which can be reacted to, fetch the events for every reaction with timing ReactionBus.TIMING.POST.

• The reaction events are ordered according to their priority (low to high). • Loop through the reaction events and run the whole execution sequence for each reaction event in turn.

  • Run child events:

• These are events queued to the EventCore with event.queue_event().

• The child events are ordered according to their priority (low to high).

• Loop through the child events and run the whole execution sequence for child event in turn.

TODO - provide an example

Olive's devlog on the subject (which you should check out just for the meme).

Context

Data is passed between events within a Context object, which contains any parameters an event needs in order to execute. The Context is checked by an event immediately before calling its execute() function to see if it is able to run. Reactions with ReactionBus.TIMING. PRE can modify the Context of the event they are reacting to before the event itself occurs, which allows them to change the event's behavior.

Whether the Context object contains a specific variable can be queried using the context.is_property_present() function.

The Context objects contains the following variables:

Variable Type Additional Info
action Action See Actions and Reactions.
array Array
boolean bool
buff BuffCore
category Variant Represents an enum or id string.
category_int int The category variable, typed as an int. Setting this will modify the category variable.
category_string StringName The category variable, typed as a StringName. Setting this will modify the category variable.
event EventCore Usually the parent event of the current event.
flags Array Usually contains enums.
gear GearCore
map MapState Always populated.
number int
object Variant
resource Resource
string String
target_tiles Array[Vector2i]
target_tile Vector2i target_tiles[0], or Tile.INVALID if it is empty. Setting this will add the Vector2i to target_tiles at index 0.
target_units Array[Unit]
target_unit Unit target_units[0], or null if it is empty. Setting this will add the Unit to target_units at index 0.
unit Unit

Event Creation

A Context object is usually created from a dictionary, where each key corresponds to the name of a variable:

var context = Context.create({
	string = "Example Context",
	boolean = true
})

Events are almost always created using the functions on their parent event, although it is possible to create one directly to make a virtual event not queued to any other event.

An event can be queued to the activation event with:

activation.queue_event(&"event_example_id", {
	string = "Example Event",
	boolean = true
}, Priority.ACTIVATE.late_followup)

Events can also be executed immediately:

await activation.execute_event(&"event_example_id", {
	string = "Example Event",
	boolean = true
})

As with any other await function, check your references are not null before proceeding.

Event Types

The scripts defining the game's events can be found in the res://content/events/ folder.

TODO - fill these out

Events with Reactions
Event ID Required Context Optional Context Reactions
event_combat_end boolean - victory? combat_end
event_combat_set_state string

object

modified_combat_state
event_combat_start combat_start
event_combat_trigger_signal string number

boolean

unit

object

array - if given, emits the signal more than once for each item in the array

trigger_signal
event_gear_activate unit

gear

action

target_tiles - targeting hint

target_units - targeting hint

event - parent event during reactions

flags - Action.FLAG

object - Pathfinder if can move before taking action

string - id of variant Action to be used

unit_action - generates a fake Context matching that of event_unit_action. Context cannot be modified by PRE events

stabilize

event_gear_destroy unit

gear

gear_destruction
event_gear_reload unit

(gear

and/or

array - Array[GearCore])

reload
event_map_damage target_tiles

number

flags - EventMapDamage.FLAG

object - elevation to destroy down to (int)

boolean - set to true if terrain got destroyed

terrain_damage
event_unit_attack target_unit - attacked unit

unit - attacking unit

gear

action

resource - DeclaredAttackSummary

event - event_unit_attack_declared

flags - Action.FLAG attack
event_unit_attack_declared unit

gear

action

resource - DeclaredAttackSummary

attack_declared
event_unit_brace unit brace
event_unit_damage unit

number

category - Lancer.DAMAGE_TYPE - default kinetic

object - AttackRoll

flags - EventService.DAMAGE_FLAG

target_unit - attacker

gear - attacker gear

action - attacker Action

damage
event_unit_move unit

(target_tiles - path or single tile to path to. in PRE reactions to step, holds the tile the unit is about to step into

or

array - Array[Pathfinder.Step] - final path)

resource - MovementType

flags - EventUnitMove.FLAG

object - SpecificAction which caused the move

step

entire_movement

Other Events
Event ID Required Context Optional Context
event_buff_activate buff

unit - the unit the buff is applied to.

event - the event which triggered the activation.

event_camera_move target_tiles - moves so it can see all these number - move speed in milliseconds, 0 by default

flags

event_camera_set_locked boolean flags
event_combat_banner_intro
event_combat_highlight_ui boolean

string - compcon_id(?)

flags - GoldenPathHighlight.AUTO_CLEAR
event_combat_set_objective number - index of objective to change

boolean - is complete?

string - objective text

array - [2,4] => "Search all zones! (2/4)"

flags

event_combat_set_round_max number
event_combat_set_triggers_enabled string - name of trigger group

boolean

event_delay number - milliseconds
event_dialogue string - conversation id unit - for dynamic text

target_units - for dynamic text

event_dialogue_bark unit

string - line id or raw text

target_units - for dynamic text

flags

event_dialogue_emoji unit

category - Emoji.TYPE

number - length to show in milliseconds
event_dialogue_face unit

target_tiles - tiles to look at

event_gear_choose_and_use unit

gear

action

array - Array[SpecificAction] - actions to pick from

boolean - is overwatch?

string - variant action id if mandatory

flags - Action.FLAG

(if Action.FLAG.TARGETS_ARE_MANDATORY:

target_units - mandatory targets

target_tiles - mandatory targets)

event_map_block_add target_tiles

category - block id (int)

number - elevation

flags - EventMapBlockAdd.FLAG
event_map_block_remove target_tiles

number - elevation

flags - EventMapBlockAdd.FLAG
event_map_dangerous unit

category - Lancer.DAMAGE_TYPE - type of damage to do on failure

resource - MovementType
event_map_doodad_add target_tiles

category - doodad id

number - rotation (0-3)

flags