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events.js
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let mod = {};
module.exports = mod;
mod.flush = function(){
// occurs when a flag is found (each tick)
// param: flag
Flag.found = new LiteEvent();
// occurs when a flag memory if found for which no flag exists (before memory removal)
// param: flagName
Flag.FlagRemoved = new LiteEvent();
// ocurrs when a creep starts spawning
// param: { spawn: spawn.name, name: creep.name, destiny: creep.destiny }
Creep.spawningStarted = new LiteEvent();
// ocurrs when a creep completes spawning
// param: creep
Creep.spawningCompleted = new LiteEvent();
// ocurrs when a creep will die in the amount of ticks required to renew it
// param: creep
Creep.predictedRenewal = new LiteEvent();
// ocurrs when a creep dies
// param: creep name
Creep.died = new LiteEvent();
// after a creep error
// param: {creep, tryAction, tryTarget, workResult}
Creep.error = new LiteEvent();
// ocurrs when a new invader has been spotted for the first time
// param: invader creep
Room.newInvader = new LiteEvent();
// ocurrs every tick since an invader has been spotted until its not in that room anymore (will also occur when no sight until validated its gone)
// param: invader creep id
Room.knownInvader = new LiteEvent();
// ocurrs when an invader is not in the same room anymore (or died). will only occur when (or as soon as) there is sight in the room.
// param: invader creep id
Room.goneInvader = new LiteEvent();
// ocurrs when a room is considered to have collapsed. Will occur each tick until solved.
// param: room
Room.collapsed = new LiteEvent();
};