EventPriorityConvention

Properties

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const val CRITICAL_MODIFICATION: Short = 500

Priority for critical modifications that need to happen early in the event chain, after input preparation but before model state processing

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Used when the event handler should be able to object anything that happened previously

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const val FIRST_PRIORITY: Short = 1000

The event should be called first.

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const val MODEL_STATE: Short

At the stage of modeling what the player is actually going to do after other events added their suggestions

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Used when the event handler should be able to object anything that happened previously

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The event should be called last. It should not only be used for events that want to read the final state of the event

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Should be the one of the last functionalities that run, because the player safety depends on it. Can be objected though by handlers with OBJECTION_AGAINST_EVERYTHING priority