GameEvent:
| "start-of-phase"
| "end-of-phase"
| "start-of-turn"
| "end-of-turn"
| "start-of-opponent-turn"
| "end-of-opponent-turn"
| "start-of-battle-round"
| "start-of-command-phase"
| "declare-battle-formations"
| "post-deployment"
| "unit-set-up"
| "set-up-from-reserves"
| "arrives-from-strategic-reserves"
| "starts-in-strategic-reserves"
| "game-start-in-reserves"
| "deep-strike-setup"
| "reinforcements"
| "normal-move"
| "advance-move"
| "advances"
| "fall-back-move"
| "falls-back"
| "charge-move"
| "moved-through-terrain"
| "enemy-unit-ended-move"
| "enemy-unit-fell-back"
| "before-hit-roll"
| "after-hit-roll"
| "before-wound-roll"
| "after-wound-roll"
| "before-save-roll"
| "after-save-roll"
| "before-damage-roll"
| "after-damage-roll"
| "before-charge-roll"
| "after-charge-roll"
| "before-advance-roll"
| "after-advance-roll"
| "before-battle-shock"
| "after-battle-shock"
| "on-unit-selected"
| "selected-to-shoot"
| "selected-to-fight"
| "selected-to-advance"
| "after-unit-resolves-attacks"
| "after-scoring-hit"
| "after-enemy-unit-fires"
| "on-unit-destroyed"
| "on-model-destroyed"
| "first-model-destroyed"
| "before-bearer-removed"
| "enemy-unit-destroyed-in-melee"
| "on-damage-allocated"
| "battle-shock-test"
| "leadership-test"
| "desperate-escape-test"
The single canonical 'when' vocabulary, shared by the reactive
trigger.event(the dispatch key an event-driven consumer subscribes on) and thetiming-iscondition. Supersedes the former timing-flag entity's step-level vocabulary, adding movement/lifecycle/targeting events. Grouped: phase/turn structure, setup/reserves, movement, combat dice steps, attack lifecycle, destruction, and tests.This interface was referenced by
0KdcBundledSchemas's JSON-Schema via thedefinition"game-event".