Enum SimEventKind
- Namespace
- TDMaker.Core
- Assembly
- TDMaker.Core.dll
View-facing notifications in simulation processing order.
public enum SimEventKind
Fields
AbilityPurchased = 20A tower ability rank was purchased.
AreaPulsed = 39A direct region pulse ran; Position is its center, Value its radius, IntValue its accepted target count.
AttackRangeChanged = 43Value is the new effective attack-range multiplier.
AttackStarted = 4An actor began an attack against OtherId.
BeamEnded = 54A channel ended; IntValue is its Id and Value is MechanicEndReason.
BeamPulsed = 53A channel requested a pulse; IntValue is its Id and Value its exact raw slice before hooks and mitigation.
BeamStarted = 52A budget channel began; IntValue is its Id, OtherId the recipient, Value its captured raw budget.
CapacityExceeded = 32A configured pool or queue limit was reached.
ChainEnded = 36A chain completed or was cancelled; IntValue is its execution Id and Value its visited count.
ChainLinked = 35A chain requested a link impact; IntValue is its execution Id, OtherId its victim, Value the output scale.
ChainStarted = 34A pooled chain began; IntValue is its stable execution Id and Position its first origin.
CombatControlChanged = 42IntValue contains active control bits: attack disabled=1, interception ignored=2, untargetable=4.
CommandRejected = 14Failure explains why Key's command was rejected.
CompanionDetached = 135Companion detached under an independent-removal policy.
CompanionReconnected = 133Companion reconnected after owner return.
CompanionRetired = 134Companion retired with its owner.
CompanionSpawned = 131Companion queued for insertion; EntityId is child, OtherId owner, IntValue slot.
CompanionWaiting = 132Companion stopped combat while its owner is dead.
CustomEnd = 2147483647Last application-defined event value, inclusive.
CustomStart = 65536First application-defined event value; publish via Simulation.PublishEvent.
DamageReflected = 56A one-bounce reflection was queued; OtherId is its recipient, Value the raw amount, Key its rule identity.
Damaged = 2Value is applied damage; OtherId identifies the source.
Defeat = 16The simulation entered its terminal defeat phase.
DeploymentInTransit = 129Automatic deployment began flight; IntValue is the trap Id.
DeploymentLanded = 130Automatic deployment landed; IntValue is the trap Id.
DeploymentReserved = 128Automatic site/capacity reservation; IntValue is the trap Id.
Died = 3An entity's health was exhausted.
Displaced = 44A path shift occurred; EntityId is the recipient, OtherId the source, Value the signed actual distance, IntValue the path index.
Dodged = 31A recipient avoided a melee strike.
EffectAttached = 17An effect was attached.
EffectRefreshed = 18An effect lifetime was refreshed without reapplying its modifiers.
EffectRemoved = 19An effect was removed; IntValue is the removal reason.
GoldChanged = 7Value is the gold total; IntValue is its signed delta.
Healed = 30A unit restored health.
HeroLevelChanged = 21A hero acquired another level.
HeroMoved = 23A hero movement order was approved.
HeroReturning = 24A dead hero began returning.
HeroRevived = 25A hero became active again.
HeroSkillChanged = 22A hero skill rank changed.
ImpactAreaCreated = 47A projectile created its once-per-arrival region; Value is radius, Position is impact, Key is the area payload key.
ImpactPayloadTriggered = 46An impact payload triggered at Position; IntValue contains operations: secondary damage=1, area=2, displacement=4, path transfer=8.
LifeStolen = 57Life steal restored actual health; OtherId is the damaged victim, Value the restored amount.
LivesChanged = 8Value is the lives total; IntValue is its signed delta.
MechanicActivated = 37A data-driven multiple-target activation ran; IntValue is its primary target count and Key its definition Id.
MechanicMissed = 38An eligible activation failed its one probability roll; cooldown is still consumed.
MechanicTargeted = 45A multiple-target mechanic requested one hit; OtherId is the victim, IntValue its one-based index, Key the mechanic Id.
PathTransferred = 55A unit moved to an exact path cursor; IntValue is path index, Value segment fraction, Position the destination, Key the action Id or explicit transfer key (null for unkeyed direct or legacy hit transfers).
ProjectileFired = 5A shot was emitted; instant shots use the attacker's Id, flight shots store the source in IntValue.
ProjectileHit = 6A projectile arrived at its aim point, including misses. Instant impacts carry their damage radius in Value, or zero for single-target damage.
RemainsConsumed = 142Body atomically consumed; OtherId is newly created entity, IntValue body Id.
RemainsCreated = 139Neutral body stored; IntValue is body Id.
RemainsReleased = 141Body reservation cancelled without consumption.
RemainsReserved = 140Body exclusively reserved; EntityId is caster, OtherId original entity, IntValue body Id.
Removed = 1An active entity was detached at Flush.
ShieldAbsorbed = 41Value is post-mitigation damage absorbed by one shield; OtherId identifies the attacker.
ShieldChanged = 40Value is one binding's new shield capacity; Key identifies the effect.
Spawned = 0An entity was committed at Flush.
SpellCast = 26A spell cast was approved.
SpellReady = 27A spell became ready.
TargetPriorityChanged = 33A tower's runtime target priority changed; IntValue is the new TargetPriority.
TowerBuilt = 11A tower reserved IntValue's build slot.
TowerSold = 13A tower was sold; Value is its refund.
TowerUpgraded = 12A tower changed template, retaining its entity identifier.
TrapArmed = 49A deployment became active; IntValue is its Id and Value its detection radius.
TrapPlaced = 48A deployment was accepted; IntValue is its Id, Value its lifetime, Key its definition.
TrapRemoved = 51A deployment ended; IntValue is its Id and Value is MechanicEndReason.
TrapTriggered = 50A deployment triggered; IntValue is its Id, OtherId the trigger recipient, Value the damage radius.
UnitChanged = 29A living soldier changed template after an ability purchase.
UnitDowned = 136Same entity entered its down delay; IntValue is used-return count.
UnitRevived = 138Entity finished preparation; Value is current health.
UnitRising = 137Health restored and rise preparation started; Value is its duration.
UnitSummoned = 28A generic summon was queued for insertion.
Victory = 15The simulation entered its terminal victory phase; IntValue is the final star rating.
WaveCallable = 10IntValue is the next callable one-based wave number.
WaveStarted = 9IntValue is the wave number; Value is rounded early-call time credit for M2 spell cooldowns.