@alpaca-software/40kdc-data
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    Type Alias GameEvent

    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 the timing-is condition. 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 the definition "game-event".